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My Complete Eberron Campaign

Novaseaker

Explorer
Hello. Just heard about the WOTC forum closure, and I knew I had to save this post. It was basically a transcription of the outline of my first ever entirely completed Eberron campaign. I had never written it all down before or since, and I would hate for it to be lost forever. I hope if you feel like reading this wall of text that you enjoy the experience!

It didn't petter out and die. I didn't sideline it for other interests. It didn't even end abruptly when I graduated from college, it just went on hiatus. This is the first time a DnD campaign of mine has actually reached its final and true end!

To celebrate, I thought I'd share the tale with you all. (This will, of course, be a lengthy post)

I dubbed this campaign "Beyond Broken Seals", and it lasted four years (excluding a three year hiatus), and spanned two editions. The party was a core of three to four players, my college friends, with a rotating cast of PCs played by other friends from semester to semester, when their schedules allowed. When I graduated and moved away, the edition switch happened and the game was on hiatus until my career had me move within easy traveling distance of two of the original core group. They ended up playing two PCs each, and together with my with-the-party-from-the-beginning DMPC, we completed the campaign this past weekend.

Although the campaign started in 3.5, looking back on it I can see how well it fits into 4e's tiers of play. So I thought it'd be good to break it up into tiers as I recount the tale.
smile.gif


First, backstory: "Beyond Broken Seals" actually starts in campaign-year 1000 YK, and is set after the events of my first-ever Eberron game (which did petter out, as a stable player base never manifested). In this game, the Dreaming Dark started the Last War by implanting paranoid nightmares in King Jarot, so that the kingdom of Galifar would be sundered and they could eventually step in and "save" the nations. The Mourning was a kink in the Dreaming Dark's plans, putting an end to the war before they could end it themselves with their manufactured saviors.
Their solution was to manipulate The Mourning's energies. Although they did not know its origin, or have the means to recreate it, they did manage to find a way to spread it. They destroyed Thrane (the PCs of this original game failed to stop them, and were at ground zero for "The Second Mourning". They survived though). In the resulting panic, the War restarted, just as the quori planned.

This is where "Beyond Broken Seals" starts, two years later.

Heroic Tier
The party starts their adventures having come to Regalport in the Lhazzar Principalities for their own reasons. They're each recruited to crew the Dragonbite, a vessel in High Prince Rygar's Seadragon fleet, captained by Victor Stealheart (The DMPC. A paladin of the Sovereign Host with an apparent emphasis on Kol Korran.).
The first few adventures deal with pirating other pirates, and getting involved a bit in Lhazzar politics as each principality is backing a different interest in the War. They even run into one pirate vessel that is apparently independent of any principality, eventually discovering it was an Emerald Claw funding operation.
The last pirate adventure dealt with chasing down a group of goblinoid pirates looking for a dakhanni relic. The Dragonbite chased them to an uncharted island. When the PCs and Victor disembarked onto the island to search for them, they found an ancient stone structure. Inside, they found massacred goblinoids, and a trail of blood leading further down into the complex. As they descended they were accosted by various psuedonatural creatures, summoned from Xoriat by some mad cult.
At the bottom, they found not a single living goblinoid, but a cultists priest dressed in goblinoid skins, obviously insane. Once they defeated him, however, his body remained standing. The PCs could only watch in horror as another man tore his way out of the priest's head, his angelic, beautiful face smiling at them crazily. Victor, stunned by the immense overwhelming evil, told everyone to run. And run they did, making it back to the Dragonbite just as the island began to sink, leaving the dead goblin's vessel to be dragged into the resulting whirlpool.
The Dragonbite made it back to Regalport, Victor dead set on informing Prince Rygar about this overwhelming threat. However, they were just moments ahead of a ghastly attack. The goblinoid ship was apparently following them, and when it crashed into Regalport's harbor, they saw that its sails were made of flesh. When it's hull broke, dozens of corpses spilled out, and hiding among them were various aberrant creatures.
When the PCs dealt with the aberrant attack, they found a note written onto the back of one of the bodies. It was a pleasantly-worded letter, welcoming new neighbors. When any PC tried to read the signature of who wrote the letter, they blacked out momentarily, waking with a huge migraine.
After informing Rygar of the threat, there were several more aberrant attacks that the Dragonbite crew dealt with throughout the principalities, ultimately leading to High Prince Rygar issuing a reward for anyone finding a way to deal with this rising threat. After some deliberation, the PCs decide to talk to the druids of the Eldeen Reaches. Victor volunteers to sail them to Eldeen Bay and accompany them to talk to the druids as a Lhazzarite ambassador.
When they set foot in the Eldeen Reaches and begin their journey, they encounter a few horrid animals and defend themselves. This causes them to run afoul of an Ashbound sect of druids, but eventually calling the attention of the Wardens, who escort them to Greenheart. They state their claim to the Wardens, and the druids mention that byshek is believed to be anathema to most aberrant creatures. They mention three Gatekeeper druids recently leaving to trade with a "mountain-folk" (goliath) village in the Byshek Mountains for byshek weapons after reading foreboding portents in the night skies. The druids are overdue for their return.
The PCs get directions to the goliath village and travel there, only to find it in ruins. They are almost immediately attacked by an aberrant creature with a byshek-plated hide. Once they defeat it, they look for clues. The entire village is devoid of any of the purplish metal, and there are tracks leading up the mountain. The party follows the trail to a cave-opening, leading deep within the mountain.
They travel into the mountain, and eventually under it, encountering many strange underground monsters. They also encounter a cell of the Emerald Claw, and managed to take one prisoner. They find out the Claw is prospecting for Khyber shards for something called "Operation Leviathan" but are unable to get any more out of the prisoner. They bind the prisoner up and take her along with them.
Eventually the group descends into "true Khyber" where the underground environment starts becoming unreal; organic in places, perfectly cylindric tunnels, and just plain wrong areas. They encounter the three missing Gatekeepers, each physically and mentally corrupted by vile experiments, turning them in aberrant slaves. They're forced to put them out of their misery to continue following the trail.
Eventually the tunnel they were following opens up into a vast continent-sized cavern, with a glittering starlight-like ceiling illuminating a dark and murky ocean. The tunnel opens up into a thin shoreline hugging the wall of the cavern, with a thin peninsula leading out to a hand-shaped tower, leaning out over the dark sea, like an offering hand.
The PCs and Victor storm the tower, captured byshek weaponry to slay the mind flayer cult leader and his thralls. When the mind flayer died, however, it sent out an echoing psionic beacon-cry that reverberated through the immense cavern. As the party continued their rescue efforts, the tower began trembling rhythmically. When they rounded everyone up to leave the tower, outside they saw the source of the tremors. Under the faux-starlight, they can saw a city-sized monstrous creature made of living stone crawling through the ocean toward them. It filled the vast cavern, the ocean only coming up to its wrists and its back scraping the glittering roof. The party tried to run back toward the tunnel, but they knew they wouldn't be able to outrun the immense creature's vast crawling strides.
Off to a side of the peninsula, a mysterious fog billowed forth from the shore, and a battered warship with crimson sails emerged from it. From the railing, a tall, hairless figure with glowing yellow eyes called down to the PCs, though it had no mouth. It promised to take them anywhere they wanted, as long as they fought one fight for him. (This is the Crimson Ship from the Explorer's Handbook, pg 86).
The party and Victor readily agreed, and the Crimson Ship lowered its boarding plank. As the PCs ushered the goliath villagers and their Emerald Claw villager on board, the huge stone creature lowered its jaws to the offering hand and opened its mouth, its granite tongue lolling out to rest on the tower's proffered hand. As the Crimson Ship began to reverse course and allow the PCs to escape, they saw a stone throne form in the center of the titanic gargoyle's mouth, and seated on it another insanely beautiful humanoid wearing living armor and vestments made of sinew and chitin. It merely smiled at them as the fog enveloped them and the Crimson Ship disappeared.

Phew! That was a mouthful. I think that'd be a great end for a heroic-tier game in 4e, so I'll recount the paragon-tier leg of "Beyond Broken Seals" later.
 

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Novaseaker

Explorer
(Warning! This post is even longer than the first!!)

Paragon Tier

The PCs are taken to a battlefield of the Captain's choosing: The Mournland. The Crimson Ship appears in the waters of a lake inside the Mournland, and the PCs are told their target is a warforged titan. Once they and Victor defeat it, the Crimson Ship's captain fufills his end of the deal, and takes them to a pond just outside of Greenheart (One that shouldn't be deep enough for the ship). They unload their goliath passengers, but find out the Emerald Claw prisoner escaped while they were off-ship fiting the Titan. Victor fills out a letter of credit to pay for all of the goliath villager's byshek weaponry, and a few help the PCs lug their cargo back to the Dragonbite in Eldeen Bay. They then set sail to return to Regalport.
When they arrive, they notice the skyline of Regalport is different. when they became close enough to dock, they spotted a large oblong dome, like an egg, in the process of being constructed. They ask around town and find out it's a "monument of friendship", gifted to High Prince Rygar by his new Inspired allies from Reidra.
Luckily, there was an Adaran monk in the party, who clued the rest of the PCs and Victor in that this was a very very bad thing. When they meet with High Prince Rygar, they mentioned they had returned with armaments to fight off the aberrant threat. They were told that the Inspired were lending the services of their navy to hunt down the monsters, and that that was sufficient. Apparently Rygar had suggested it. The PCs make their Insight/Sense Motive checks to detect that Rygar was being influenced by an enchantment or psionic effect of some sort.
The PCs regrouped at the Dragonbite and hatched a plan. The Adaran monk mentioned a kalashtar community in Stormhome north of Aundaire that his kalashtar sister lived in. They would take Rygar there and see if his condition could be removed. Victor and the first mate of the Dragonbite (A Warforged wizard/artificer that just went by "Forge") went to kidnap Rygar while the PCs caused a distraction by attacking the Reidran soldiers at the Quori Monolith being built. Everything went off without a hitch (Except Forge incinerating two loyal Lhazzarite guards) and the PCs escaped Regalport with Rygar captive. They fought of a Reidran outrunner naval ship that caught up to them, and continued on to Stormhome.
Once there, the PCs learned that the kalashtar of Stormreach were not strong enough to remove the controlling influence from Rygar. However, they mention that The Enlightened Havakhad in Sharn might be wise enough to undo it. The PCs took the news with mixed feelings: A solution was great, but they had they had to cross a war-torn continent to get to Sharn.
The Kalashtar then revealed some of their current situation: They had been monitoring the state of Dal Quor and discovered that the Inspired were drawing the Plane of Dreams ever-closer with every Monolith they built. However, they were able to utilize this to increase the cooperation of kalashtar and adaran communities across the world by harnessing dream-travel. In other words, they could get the PCs to Sharn within one nights sleep by traveling through Dal Quor. A dream-guide by the name of Lanhakhad offered to take them, and crafted a set of "dreamsteel" manacles to keep the compromised Rygar bound even in his dream-self.
One by one, Lanhakhad entered each PC's dream and forced them into a lucid-dreaming state, then gave them their own mini-encounter where they had to overcome their id in order to gain the ability to leave their own private dreamscape in Dal Quor. (The id being the part of the brain concerned primarily with the self and survival, it instinctively knew that to leave the dreamscape was too dangerous to allow.)
Once the PCs dream-selves were gathered with Lanhakhad, they entered Victor's dreamscape, which was just a single, barren room. Unlike them, Victor was already lucid dreaming, and seemed to be in deep concentration, and demanding to leave with them quickly.
Confused, Lanhakhad insisted that Victor had to face his id first. Hearing this, Victor lost his concentration, and a wall of his dream-room morphed into bars. Behind the bars a great winged beast, cloaked in shadow, began slamming against the cage, roaring in fury, fire streaming from its tooth-lined maw. When the shocked PCs asked what the giant monster was, Victor said it was his id, and that his concentration was slipping, and that they all needed to leave immediately.
Lanhakhad woke everyone up and they unanimously decided to leave Victor in Stormhome, rather than confront his bewilderingly strong id. The next night, they traveled to Sharn, encountering a few non-quori dream monsters as they wandered through the outskirts of Dal Quor. The way I envisioned dream travel, it works by entering someone's dreamscape and then forcing your dream-self to wake up. When you do, you'd appear in close proximity next to the dreamer in the real world. So Lanhakhad guided the PCs to a dreamscape corresponding to someone sleeping in the upper-ctiy of Sharn.
However, they walked in and found a Tsucora Quori hunched over a non-lucid dreaming figure. When it saw them, it forcibly woke the dreamer with a nightterror, causing the dreamscape to rupture and sending the PCs flying into seperate dreamscapes, waking up in different parts of Sharn.
The PCs in seperate groups explore the city trying to find each other. Through each of their searches, they find Sharn in an aggrivated state. Apparently there was "new evidence" that implicated the kalashtar of Overlook in the destruction of the Crystal Tower during the Last War. This caused several hate crimes to be commited against the kalashtar and adarans of Overlook, and several riots had been triggered recently. The city council hired the local House Denieth Blademark garrison to supplement the city watch in the "protective quarantine" of Overlook.
When the PCs finally meet up and bring Rygar to the kalashtar, they agree to have the Enlightened Havakhad roused from his meditations to help. The PCs were shocked to see the kalashtar taking the current situation in stride, and learned that most of the community believes in the path of the lightbringers: peaceful medicants who lead by example.
However, while the PCs waited for the Enlightned Havakhad to be roused, they were approached by a cadre of shadowwatchers, kalshtar that believe in fighting the darkness actively. They asked the PCs to help them as they had discovered the source of the most violent riots: A hatemongering worshiper of The Fury. Eager to help, the PCs went with the shadowwatchers to the district of Fallen and crashed the dark priests's hateful sermon, dealing with the mob he stirred up. As the fight went on, however, the priest became more and more unstable, until he eventually transformed into a Du'lorra quori. The kalashtar were shocked, not realizing Dal Quor was so close to Eberron that a quori had been able to transform a possessed host.
The party put the Du'lorra down, and in death it's body transformed back into the priest of The Fury. They returned to Overlook to find Havakhad awake, and he agreed to help them, curing High Prince Rygar of his insidious condition. Rygar was especially grateful for the PCs and immediately wents to draw funds from his First Bank of Kundarak account to reward them and buy himself a Ring of Mind Shielding.
They then returned to Stormhome through more dream travel and boarded the Dragonbite, sailing back to Regalport. On the way, Rygar informed the PCs that the Inspired were rather curious about the Isle of Trebaz Sinara, an island in the Lhazzar Principalities that is universally avoided by every Pricipality fleet because of its monstrous inhabitants, despite rumors of Lhazzar's Tomb being somewhere on it. He told them that an Inspired delegation left to try to explore it, and hadn't returned by the time the PCs found him mind-controlled.
After dropping Rygar off, Victor took the PCs to the island, joining them when they disembarked. They found the Reidran vessel shipwrecked on the shore, and followed the tracks of its survivors, battling the incredibly dangerous indigenous animals as they plunged deeper into the island. Eventually they found a campsite with murdered bodies (The fatal wounds being too clean to be from claws or fangs) and the scattered pages of a journal. Piecing the pages together, the PCs read the story of a hired Thunder Guide escorting the Reidran delegation, slowly growing insane. The last page was an incoherent jumble of words, but murderous intent could be gleaned.
The PCs began following the scattered tracks from the campsite, until they were ambushed by the lone Thunder Guide. They incapacitated him and tried to interrogate him, but he just babbled "gagethgagagethgagagethga" and pointed off in the distance. When his babbling started to worm its way into the PC's heads, they killed the Thunder Guide, putting him out of his misery before they could catch his madness too.
Setting off in the direction the guide was pointing, they found a broken slab of stone in a forest clearing, revealing descending stairs. The PCs delved into the catacomb, unable to read the Old Common addorning the slab. Below, they were confronted by mind flayers outfitted for battle (I used the Body Tamer prestige class from a Forgotten Realm book to make melee-oriented mind flayers) and dog-sized flayer larva. Further in, they found a ghastly room with several people hanging from chains, all but one of them with their skulls emptied out. The survivor, not just a Reidran but an actual Inspired, began babbling "he knows he knows he knows". After a casual attempt to get him coherent met with failure, they went further underground until they found a large grotto with a strangely luminescent pool.
Standing in the pool was the beautiful man-creature they saw claw its way out of the cultists head so long ago. It was holding another Inspired, its hand embedded in hisr forehead up to its wrist. The man-creature smiled as the PCs and Victor stood stunned, knowing instinctively that they were still no match for these strang too-perfect human-looking creatures. It began speaking to them in stilted common, as if it was pretending to be a friendly human. It related that the "mindspawn" inside the Inspired's head knew what caused the Second Mourning, pouting as it added that the "dreamspawn" stole certain artifacts that belonged to it to create the device that spread the Mourning into Thrane. Casually ripping the Inspired's brain out, the man-creature informed the PCs that it was going to find its artifact and use it for it's "true purpose". Then it told them not to feel bad, and that they could play with its pet. The creature vanished, and the PCs had to fight a neothelid that errupted from the spawning pool.
After that, they resolved to chase the creature into the Second Mourning. They went back to the Inspired still babbling "he knows he knows he knows" and worked even harder to get him coherent. They were eventually able to get the story out of him, the Inspired hedging it bets and deciding that they weren't as big a threat as the thing that was able to overpower a Quori's mind. The Inspired told them where to find the device that had caused the Second Mourning, and offered to teleport them there now that the man-creature wasn't blocking his attempts.
Agreeing, the PCs arrived in the Second Mourning, facing a floating Dhakanni ziggurat, the dead-grey sky of the Mourning swirling above it like a churning hurricane, lightning striking UPWARD from the top of the ziggurat. They made their way onto it and to its summit, where they found the man-creature standing over the bodies of several Silver Flame templars (wearing authentic heraldry of the theocracy of Thrane). They briefly attempted to stop it, but it laughed off their attempts to harm it, setting of an insanity aura that caused the PCs and Victor to attack each other while it wents about its business and ripped an artifact, a Sextant of the Planes-looking thing, from the Mourning-spreading device. (Unfortunately, this doesn't reverse the Second Mourning). Then it vanished again.
Once the PCs shook off the temporary insanity, they discover one templar still alive. He asks them to help him back to Flamekeep. Confused at first, the PCs learn that Flamekeep survived the Second Mourning. As the dead-grey mists rushed over the country, the font of Silver Fire inside Flamekeep exploded outward from the Cathedral to envelop the entire city. No one was harmed by the Flame, and when the mists met it, they stopped. Eventually the Flame receded back into the Cathedral, but the Mourning held its ground, leaving Flamekeep in a bubble within the Second Mourning.
Once they fought their way through the nightmarishly transformed Thrane to Flamekeep, the PCs and Victor discovered the city had been barely surviving, scrounging for the resources to balance creating food and water for the overpopulated city and defending it against Mournland horrors. Jaela had also been missing ever since the miracle that protected the city, and the Flame had yet to call another Keeper.
They stocked up in Flamekeep and then made their way to the Aundarian border. Once they passed through the mists, they noticed two important things. First, the 12 moons of Eberron were in an incredibly strange alignment, lined up one after the other vaguely aligned with the northern horizon. They were also almost immediately beset by dozens of Animal Messengers, each one from druids of the Eldeen Reaches, explaining that a twisted tower out of some nightmare had sprung up overnight in the Shadow Marches. Apparently Wardens and the Gatekeepers had heard about the PC's rescuing the goliath village from a aberrant cult deep in Khyber, and they requested the PCs come help.
Guessing that the tower and moon-alignment had something to do with the man-creature from the Lhazzar Principalities and its strange device, the PCs booked passage to Stormhome on an airship and met up with Lanhakhad to quickly dream-travel to the Shadow Marches. When they arrived they found a starling battleground. The druids of the reaches were out in force, combating hordes of aberrations spilling forth from "The Tower Pandora". Gatekeepers informed the PCs that the tower was a Dealkyr stronghold that they had thought was sunk permanently below the swamps.
As they watched the fight, a beam shot out from the top of the tower, toward the northern horizon, piercing the first moon dead center. Several pulses began immitting from the tower irregularly, traveling toward the moon.
The PCs and Victor volunteered to punch through the aberrant hords and climb the tower to stop that beam. Ascending, they battled their way through hideous creatures of various twisted forms, some with far too many eyes, some with blades for limbs, some incredibly vile undead, etc. They even fought through shades of slain Dealkyrs (Idea stolen from Don Bassingwaithe's Dragon Below trilogy, where Geth fights the ghost of a cutting-obsessed dealkyr).
At the top of the tower, however, they encountered the smiling dealkyr from Lhazzar, standing before a portal of some sort, a tunnel of yellow energy stretching off into seeming infinity. Before him was a vaguely familiar face: the ressurected form of the cultist the dealkyr clawed its way out of to reach the surface. The dealkyr stepped into the tunnel of light and dissolved into a pulse of energy that traveled down it. Meanwhile the cultist began summoning entities from the Far Realm into the portal chamber. After a few rounds of desperate battle the PCs and Victor put down the ressurected cultist-priest, but realized the entities he summoned were not leaving and that they were no match for these horrible things. They dove into the tunnel of light to escape them.
They burst into energy and rocketed down the tunnel of light until they were falling down toward the surface of the first moon. Then they slammed into it and kept going, phasing through solid matter, over and over again as they passed through each moon in order until the last one. The tunnel ended abruptly just above the surface of Vult. The PCs and Victor had little time to catch their bearings as they were beset by strange constructs speaking draconic. The constructs seemed damaged already, and the PCs found their source: An open hatch on the surface of the moon.
Descending underneath the surface of Vult, they found not a natural underground landscape of caverns and tunnels, but a sterile construction of hallways and corridors, seemlessly crafted. Further in they found the destroyed remains of more constructs, and pressed on their advance. Battling their way through insane cultists and Ulitharid Meat Towers (Ulitharids with the Body Tamer prestige class), the they hacked their way to the interior of Vult.
They descended until the constructed corridors gave way to a massive open sphere, and realized Vult was hollow. At it's center a complex shell of mithral and adamantine housed a throbbing, glowing energy source. A long bridge extended from the interior shell of Vult to this center construction. As they raced across the bridge, they could see the pure white energy source at the center of Vult shifting hue to a sickly green and then purple.
When they finally arrived, the dealkyr smiled at them, telling them they where too late. His back exploded into sixty-seven different kinds of wings and he crawled up into the air on them, rising faster than any of the PCs could manage.
Victor then seemed to have a nervous breakdown, falling to his knees and punching the bridge. He screamed in defiance saying this wasn't how it was supposed to be, that the Prophecy stated "so-called" lesser beings were supposed to defeat the Lord of Shattered Thoughts. The PCs were confused by Victor's behavior as he stood up and removed his holy symbol, breaking it. Victor grew in size and changed into his true form, that of a great wyrm red dragon. He told them to take care of the Dragonbite, then flew into the air to catch up to the dealkyr.
The PCs watched as the dealkyr paused in its flight to fire a sickly purple beam of energy at Dragon-Victor, aimed directly for his head. They watched as it hit Victor, causing him to roar in immense pain. From the back of Victor's horned head, another dragon head burst out, then along his spine this dragon seperated itself from him. It was cloaked in shadow, with flame spilling from its maw. It was the id-beast from his dreamscape.
The PCs saw the dealkyr land on the inner shell of Vault hight above them and begin burrowing through the metallic shell. They watched as Victor battled his own id and decided that they couldn't rely on him to finish the dealkyr off.
The PCs raced back the way they came, running through the halls of Vult's shell until they reached the surface, just in time to see the dealkyr's grotesque menagerie of wings blossom from the tunnel it was burrowing like some sick flower. Then it clawed its way, slithering on its mismatched wings, into the sky. It slowed down just before they lost sight of it amongst the stars, and then there was a flash of light as the dealkyr ripped a whole in reality, tearing a rift the size of a football field into the sky.
The PCs felt a rumbling beneath their feet and a beaten and battered dragon, the real Victor, wedged itself up through the dealkyr's burrowed tunnel and flung itself up into the sky after it, catching it just before it entered the rift. The PCs watched the aerial battle as each mighty combantant fought each other. They watched as Victor snapped the dealkyr's wings off with his jaws, watched as the dealkyr clung to Victor with its tentacle whip and corrupted his flesh. Finally, the dealkyr tore Victor's wings off as well, and they both plummeted back to the surface.
The PCs rushed to the crash site, and readied their weapons when they saw that Victor remained unmoving, dead, but the dealkyr rose. They threw themselves into battle as the beaten dealkyr took them on, demanding to know who wanted to be its new wings. He fired his body-splitting ray at the PCs as well, forcing them to fight their id-beasts in the flesh just as Victor had to. In the end, thanks to the damage already dealt to the dealkyr by Victor, the PCs were able to narrowly prevail over a threat that they could not have faced on their own.
After the fight, they heard a noise coming from the hole the dealkyr had burrowed through the shell of Vult and readied their weapons again, only to find the human form of Victor deperately climbing up the tunnel, clenching his weapon in his teeth. They found out that when Victor was struck by the body-splitting ray in dragon form, his human persona was seperated as well, but he was so far above them at the time they coudln't distinguish him from the other bits of gore and flesh that resulted from Victor's id-beast clawing its way out of him. He was also closer to the interior shell of Vult than the bridge the PCs were on, so gravity caused him to fall upward toward it.
The reunion was soured when the PCs and Victor realized that they were stuck on the moon, the tunnel of light not having a visible exit on this side. Without knowing how the battle around Tower Pandora ended, the PCs settled in for the long haul, trying unsuccessfully to find a way off Vult for the next three years....


Thus the game went on hiatus after I graduated from college. This was also a perfect end to the paragon tier.
 

Novaseaker

Explorer
Epic Tier


So the PCs survived on the barren moon by rationing the effects of sustaining magic items. (3.5: Sharing Rings of Sustenance, 4e: Basket of Everlasting Provisions+Cask of Liquid Gold). The rift the dealkyr tore into reality did not seal itself, remaining open but seemingly stable for the time being, orbiting geosynchronously over the surface of Vult as the moon traveled around Eberron. Victor filled in the PCs about the true nature of Vult, how dragons repurposed it to replace the 13th Moon that the giants destroyed. When asked how many of the moons the dragons had built, Victor replied "all of them".
The PCs endured the rest of the long wait in their own fashions. Then one day, while they slept, Lanhakhad, the kalashtar dream-traveler, entered their dreams and woke up on the moon. He told them it took him nearly three years to find them, and that the kalashtar of Sharn needed their help again. Jumping at the chance to get off that blasted moon, the PCs agreed to do anything and everything in their power so long as they left immediately.
The only hitch was that Victor was the only one yet to dream-travel, and he still needed to confront his id. However, when the lucid-dreaming PCs entered Victor's dreamscape, he was alone in a vast, featureless, flat grey plane. He didn't have an id anymore. Somewhat shamed by his own barren dreamscape, Victor joined the rest of the PCs in leaving it without a problem.
Outside the dreamscapes, the PCs's relative distance from the planet allowed them to see the entirety of Eberron's dreamers, each dreamscape appearing as a point of light slowly rotating around a darker core (Like a ring-shaped galaxy). The PC followed Lanhakhad back toward the outer ring of dreamers, battling odd denizens of Dal Quor, including draconic sentry-beings constructed by the stuff of Dal Quor by meditating dragons to ward Eberron's dreamers from the dreams of beings "outside".
They found their way into the dreamscape of someone dreaming in Overlook in Sharn and reappeared in the real world. (At this time, the PCs of players who weren't around to continue the game anymore left the party on their own quests). The remaining PCs and Victor listen to the plight of the community of OVerlook, as well as news of how the world has been handling the last three years.
First, Thrane has "miraculously" been restored by "benevolent" mystics from Reidra, and Aundaire and Breland have come to rely on the good will of the Inspired much more. Peace talks are in the process of happening, but first Aundaire and Breland have to stomp out Karrnathi resistance (Who remains coolly receptive to Inspired aid, but doesn't seem to have become as reliant on them as the other nations.)
Aundaire has apparently re-annexed its western lands, taking advantage of an unexplained lack of protection by the Wardens of the Wood. (Hearing this, the PCs resolve to travel to Greenheart after helping the Kalashtar with their problem, concerned with how the druids fared against the devestating Xoriat entities summoned in the Tower Pandora)
In Breland, King Boranel had died of old age, but the first prince has admirably stepped up to the throne. Along with his exotic Sarlonan wife. However, the movement for a democratic government began getting more desperate once yet another strong monarch was on the throne, causing a build up of civil strife.
And in Sharn itself, the hate crimes against kalashtar have worsened. The "protective quarantine" by House Denieth blademarks has become more draconian in its messures to keep the adarans and kalashtar "safe" in their district. The "investigation" of kalashtar involvement in the fall of the Crystal Tower has led the city council to issue an warrant for the Enlightened Havakhad's arrest, about a year ago. When the city's interrogators failed to crack the Havakhad's stoic serenity, the Inspired ambassadors offered to help. They transfered Havakhad to the Reidran Embassy in Central, next door to the "friendship monument" Monolith they had finished building over two years ago. The PCs and Victor agree to get the Enlightened Havakhad back from Inspried imprisonment, and storm the embassy. In the process of their rescue opperation, they enter the interior of the Quori Monolith from an adjoining bridge between it and the embassy. The crystal column inside the monolith began pulsing at their presence, and then a Du'lorra Quori pulled itself through the crystal into the material plane. The Inspired had built enough Monoliths to drag Dal Quor close enough for quori to manifest physically without hosts. The Du'lorra Quori was, in fact, the same Du'lorra the PCs had defeated when it transformed the body of the hatemongering Fury-worshiper. However, in it's true form, it was much more powerful.
In the course of their battle with it, the PCs set off the control crystals of the Monolith, causing it to overload until it exploded, causing much colateral damage to the surrounding city. When they returnedf Havakhad to Overlook, he was in a comatose state and was determined to be stuck in some sort of mental prison, locked in his own mind. Unable to help any further, the PCs departed for the Eldeen Reaches by way of House Orien teleportation circle (Causing a little trouble, as they were identified as the "terrorists" who destroyed the Monolith.)
Once in Greenheart, the PCs find it mostly deserted, with a bare skeleton force of Wardens left to guard a new clearing at its center. When asked about the battle of the Tower Pandora, the Wardens related that the Great Druid Oalain uprooted himself and traveled south to join the fight. But he ordered the remaining Wardens in Greenheart not to follow him, so none have seen him since.
The PCs travel southwest toward the edge of the Towering Wood bordering the Shadow Marches, until they come across an area of twisted trees with trunks of human flesh and other such unnatural attrocities. They venture into the vile corruption, battling twisted animals and violent plant-life until they encounter the first natural sight within the blasted area: A greatpine, but a dying one.
Oalain relates the story of what happened when the PCs ask, in a dying, rasping voice: He traveled south while sending animal messengers ahead to coordinate with the druids in the Marshes. The druids lured the aberrant horde and the Xoriat entities into the Wood, where Oalain could battle them, but most of Wardens and Gatekeepers died in the running battle. The Greatpine druid slew the entities, but their corpses corrupted the land for leagues around, and he was unable to leave the area before his roots absorbed the corruption as well. Oalain was forced to strip his own bark from his trunk to stop the corruption from spreading, and now stands at the center of the corrupted clearing, slowly dying but free of taint. Just before he dies, he beseeches the PCs to take care of his seed, and he shakes a branch to drop a pinecone. The PCs catch it before it touches the corruption. Out of respect, they torch Oalain's corpse so it wouldn't fall and touch the twisted grounds, then return to Greenheart and plant his pinecone in the clearing there, unsure if his offspring will even be sentient.
While in Greenheart, the PCs were approached by an odd trio: A mummy wearing the vestments of a priest of the Blood of Vol, and two Karrnathi Zombie bodyguards.
The mummy introduced himself as Malevanor, the High Priest of the Blood of Vol, and assured the PCs that he has not come to do them harm. In fact, he came to ask for their help. He told them that as a member of the Crimson Covenant, Malevanor was privy to the true leader behind the Emerald Claw, the Queen of Death. He told the PCs that he disagreed vehemently with Lady Vol's manipulation of the faith and faithful he believed in, but knew he stood no chance in defying her. When he heard of the PCs interferance with several aspects of Operation Leviathan (The Emerald Claw pirating operation in Lhazzar and the khyber-shard prospecting way back in Heroic), he had taken special notice of them. He had feared that they had died when they disappeared "from the face of Eberron" several years ago, and had been biding his time since. He tells them that their return to the public eye, as terrorists in Sharn, was fortuitous. Operation Leviathan was nearly complete.
The PCs and Victor were reluctant to trust the undead priest at first, especially when Malevanor admitted he didn't know Operation Leviathan's true objective, but they eventually agreed to help. Malevanor gave them the address to a private teleportation circle just off the coast of Lake Dark in eastern Karrnath.
The party prepared themselves, then opened a portal to the circle. Once in Karrnath, they saw an entire contingent of the Emerald Claw guarding an entrance to a mindshaft curiously close to the lake. They plowed their way through the fanatically loyal soldiers and entered the mine, taking it down to below the level of the lake. Fighting more Emerald Claw elites and members of the Crimson Covenant, the PCs continued allong a horizontal tunnel below the lake until they came across a wall of pure obsidian with abyssal runes on it.
Touching the wall revealed it wasn't physical, and the PCs entered a strange chamber of onyx and crystal, with vaulted, sinister walls. There they encountered a lich-priest and a death knight, and as they fought them, the chamber began shaking and rocking hard enough to knock all the combatants to their feet. The lich laughed and immolated itself, leaving the PCs to defeat the death knight.
With the chamber still trembling, the PCs found another wall with strange abyssal runes on it, and entered into another section of the structure. They raced along corridors and ascended staircases as the place began shifting around them, reconfiguring itself. When a hallway they were in rotated so the end they were running towards shifted to give them an open view of the Ironroot Mountains, they realized whatever structure they were in had risen above Lake Dark and was ascending into the open sky.
Eventually they reached the top surface of the structure, a huge slightly convex dome about half a mile across with a dark spire jutting up from its center. Beyond the edge of the gently sloping plane, huge black prongs, the size of any tower in Sharn, were moving and snapping into upward-pointing positions before sprouting more prongs and spires from those.
Victor seemed to have another nervous breakdown. The PCs realized he recognized this thing because he used to be a dragon and told him to fill them in.
At the dawn of time, in the first age of the world, Eberron was ruled by demons, and the dragons and their allies huddled in the dim twilight of the glittering ring of Siberys. Eventually, a dragon named Dolarnaxai hatched a plan to bring the light of day to the world. Literally.
Along with their couatl allies, the dragons constructed a huge lattice of mithral and brass, then with Dolarnaxai at its center, launched it into space. Once at a safe distance, Dolaranai used her life to ignite the structure and create Eberron's sun. To honor her victory over the demons, the dragons elevated Dolarnaxai to their pantheon of saints as the Sovereign of Sun and Sacrifice.
Victor also told them about the failed demonic attempt to destroy the sun. That the demons created their own structure to launch into space, but that when they tried to launch it, the dragons had managed to force it down before it left the atmosphere, causing it to crash land on Khorvaire. And that they were on it, the stellar-devoring statelite. For whatever reason, Erandis Vol had ordered the Emerald Claw to help her launch a black hole bomb into space.
With the enormous importance of their task known, the PCs and Victor raced toward the central spire of the still-expanding structure and found Lady Vol. They nearly destroyed her, but she threw herself between the shifting walls inside the Spire, cutting her undead body in half and leaving the PCs unable to persue her. Thinking fast, the party raced back down the sun-eating machine to its khyber-shard power source and destroyed it.
They ran to the outside edge of the structure as its momentum began to reverse and watched as the central spire seperated itself from the rest of the machine. The spired continued up into space toward the sun, and the PCs were stuck on the falling bulk of the structure. While had it ascended, it had passed over the Ironroot mountains and the Mror Holds as a whole, until it began descending into the waters of the Lhazzar Principalities.
Satisfied by Victor's explaination that the spire couldn't harm the sun without the rest of the structure, the PCs lept from it, and soaked the 20d10 damage as they smacked into the waters at terminal velocity, barely surviving. (Yay epic!)
Clinging to the wreckage, they waited a day for sea vessels to arrive, investigating the crash landing of the stragest meteor they had ever seen. During the night, the PCs noticed that Vult seemed off-color and realized the rift in reality that had remained stable while they lived on the moon had begun to grow in their absence.
At this point the PCs started to demand answers from Victor, pertainting to where the hell the dragons were and what the hell they were doing to stop all these doomsday occurances. Shrugging, Victor admited that he was an outcast from Argonessen, having fully taken on the role as a human when he came to Lhazzar. He told them that the Prophecy predicted all possible futures, and he knew the dragons wouldn't lift a finger to stop anything that didn't register in the Prophecy as threat to their saftey.
When asked how destroying the sun wouldn't effect the dragons, Victor had no answer.
When the ships arrived the next morning, the PCs saw one of the vessels flying the flag of High Prince Rygar's Seadragons and they boarded it and returned to Regalport.
The PCs and Victor were met at the docks by Rygar, who was immensely glad at their return. Victor looked around for the Dragonbite in the dock, but didn't see it. Rygar just smiled and lead them to the other side of the city (which now sported an Airship Tower. Rygar had been busy continuing Regalport's economic expansion in the three years the PCs were gone.) He led them to a private airship hangar, and inside he revealed the Dragonbite transformed into an airship.
When Forge saw the beam of light pierce the moons on the horizon, and the subsequent disappearance of his captain, he deduced that Victor was stranded on the moons. He had immediately begun forumlating plans to transform the Dragonbite into a space-worthy vessel. Seeing their arrival, Forge appologized for wasting Rygar's resources, but the High Prince laughed. Although Forge hadn't yet found a way to protect against the vacuum of space, the Dragonbite was sky-worthy. Forge had given Rygar plans for airships that didn't require economic reliance on House Lyrandar.
While Rygar officially returned captaincy of the Dragonbite to Victor, the PCs went information gathering in the city. They began looking for any unexplained, weird occurances, fearing the widening rift above Vult was affecting the world.
With the new-and-improved Dragonbite, the PCs began flying to different regions of Khorvaire, each time discovering a Gatekeeper seal was weakening and dealing with the aberrant creatures or influence seeping forth from them. They flew back to Greenheart and tried to find any remaining Gatekeepers, but all they could find out was stories about an ancient gatekeeper stronghold that they used to use during the first Dealkyr invasion.
While flying toward the rumored location of this stronghold, the PCs exerience a solar eclipse, though they count all the moons in the sky and know none should be blocking the sun's rays. The eclipse passes momentarily, and the party spots a streaking comment falling from the sun to the southern horizon, toward Xen'drik. Fearing Vol's spire reached the sun and did something horrible, the PCs resolve to go to Xen'drik after dealing with the weakening gatekeeper seals.
The PCs recover ancient gatekeeper artifacts from their forgotten stronghold and strengthen the seals beneath Cazhaak Draal in Droam, around the Madstone in Karrnath, and in a jungle south of Sharn.
From there, the PCs go south to investigate the crashed comet, only to find the entire continent of Xen'drik under a dark shadow. Descending toward the City of Stormreach, the PCs find it in the middle of a calamity, as ancient undead vampires, wraiths, and dread ghouls run through the streets creating full-powered spawn from the fleeing citizens.
While fighting the undead, the vampires boast of the ressurection of Qabalrin rule. Victor informs the party about the ancient Qabalrin society of elves powerfully versed in necromancy.
Deciding to stop the undead apocalypse at its source, the PCs leave Stormreach and continue south, following Victor's hazy recollections of where he learned the Ring of Storms was.
Landing rather than attempting to pass through the storms, the PCs continued on foot into the heart of the ancient Qabalrin society, battling immensely old and powerful dead along the way. In the middle of the valley, they saw the black spire of the demonic star-eating structure, embedded in the massive Heart of Siberys dragonshard, having pierced it upon landing.
Understanding that Vol was behind the continent-wide empowering of undead, the PCs rushed to confront her inside the spire. They found Vol was far different from the dessicated husk of a lich she once was. She could have been confused for a living (half-dragon) woman if not for her skin completely lacking in color. But her body-spanning Mark of Death was now active. (The reasoning behind this was that the dragon-constructed sun wasn't like our sun. It wasn't just a massive ball of fire and heat, but literally just a source of life and warmth. Vol managed to jumpstart her body with enough life-energy that it became quasi-living again. This was her true objective for launching the demonic spacecraft.)
The fight was vicious, as Vol absorbed the souls of fallen PCs to power her massive dragonmark, but in the end, the PCs were drawn back to life and the Queen of Death was defeated. (For an ascended Vol, I started with the stats for Acererak, reflavored the soul gems as being her dragonmark, and added in a few unique powers.)
Once Vol was defeated, she shriveled up into her previous undead lich-body, which they easily destroyed, sending her back to her phylactery whereever it was, but once again with an unactive dragonmark.
When her mark shriveled up, the shadow lifted from over Xen'drik and the PCs could see the sky clearly, they were horrified to see the rift had grown in the sky to be about the size of Earth's moon to us.
From there, the PCs returned to Stormreach to clear out the remaining undead who could no longer spawn thanks to Vol's defeat. Oddly enough, they discovered that drow had stepped in to aid the city in their absence. Speaking with them, the PCs learned that they were called the Umbragen, and their culture was on the brink of exctinction. They had fought a war in Khyber for as long as they had been Umbragen against an enemy they named "The Corrupter", master of abhorrent monstrocities and warped creations. They also related that recently The Corrupter's forces had increased a hundredfold, and that they were forced to the surface, only to find themselves beset by undead.
The PCs traveled underground with the Umbragen to clear their city from aberrant creatures mutated from drow and insects and mind flayers. At the center of the city, the party encountered Dyrrn, The Corrupter, a dealkyr general. For the first time they fought a dealkyr lord at full power head-on, and while they weren't able to defeat him, they did drive him off. At first the PCs wanted to chase Dyrrn through Khyber and hunt him down, but decided to check back with the surface world.
They found Khorvaire locked in various crisises. They raced to respond to these events, like a civil war errupting in Breland, discovering that the prakhutu of the Demonic Overlord known as the Rage of War was behind the democracy movement. After a few of these, it dawned on Victor that the occurances were part of the Prophecy, and realized that the Lords of Dust were fufilling various clauses to raise The Tarrasque from its slumber. When asked what the final trigger of the Tarrasque's awakening was, Victor told them it was impossible. It required killing "one who hears the Flame" while they were "cloaked in ice and shadow", and the only person he was aware of that could hear the Flame speak was a Keeper, and there hadn't been a new one called since Jeala disappeared.
Realizing that Jaela was still the Keeper, with or without the Church being aware of her, the party began searching for the young woman (She was 18 by now) in earnest. All the while the rift in the sky was growing.
They followed the clue about "ice", eventually finding her in the southernmost region of Eberron; The Everice. They had assumed being "cloaked in ice and shadow" meant that her whereabouts were hidden in a cold place, but they were only half-right. Jeala was currently fighting the possession of the Shadow in the Flame, having taken the demonic overlord into herself when she stepped into the font of Silver Flame five years ago and saved Flamekeep from the Second Mourning. She had then flung herself to the furthest corner of the world with the Flame's power, and then blinded herself to keep the demon from finding its way back.
The party confronted the possessed Jeala and the Lords of Dust assassins sent to kill her, fighting an epic three-way battle. Eventually the PCs were victorious, incapacitating Jeala, and Victor suggested bringing her to the Ring of Storms. There, the party (which included a silver flame Invoker) performed an epic ritual to bind the Shadow of the Flame to the Heart of Siberys, freeing Jeala.
Returning to Jeala to Flamekeep and feeling good about their victory, the party was shocked to see that the Tarrasque had risen from Lake Galifar and was currently stomping through the still-mostly-deserted countryside of Thrane. They had failed to stop the Tarrasque's rise, despite their victory, despite ruining the plans of the Lords of Dust, and most of all, despite the Draconic Prophecy.
Still, the intrepid PCs and Victor resolved themselves to stopping the unstoppable beast and landed in the path of the oncoming abomination.
After the fight, the party turned to Victor, now demanding he answer for his people and the failure of the Prophecy. And that he explain how the dragons didn't think the now half-the-sky-big tear in reality concerned them.
Victor knew that the prophecy could be misinterpreted, could be misleading, but it had never been WRONG before. Agreeing with the party that they now had to speak with the dragons, Victor directed the Dragonbite toward Agronessen.
Fighting their way through the wilds of the Vast, where being on an airship doesn't secure your saftey, Victor eventually navitaged them into the territory of the Thousand Flights of Argoenssen. A few tense encounters with the Light of Siberys ended with the party being granted audience with a limited selection of great wyrms from the oldests Flights. They tried to convince the dragons that the Prophecy was failing, and were at first scoffed that. However when challenged by Zenobaal the Living Prophecy, the PCs held their own, convincing the dragons of the strength of their truth and they began to hear them out.
And few sessions of epic-tier intruige later, the party was responsible for uncovering a thousands-of-millenia-long conspiracy perpetrated by the Talons of Tiamat to erase sections of the Prophecy.
(As the embodiment of Greed, Tiamat could no longer stand not ruling over all creation, and decided that if she couldn't have all of it, no one could have any of it. So he instructed her worshipers to create a blindspot in any dooms-day prophecy they could, blinding the Dragons from the danger of the dealkyr plots to tear open reality.)
Upon finally realizing the danger of the growing rift in the sky, the Thousand Flights of Argonessen flew up to the Moons and shifted them into a protective ward around the rift. Before they left they told the PCs they could not find the source of the rift's growth, and this was only a delaying tactic. Soon the moons would be used up, and the rift's growth would explode exponentially.
A session of plane-hopping followed, where PCs learned the true shape of the multiverse from various sources like the Angels of Syrannia, the Inevitables of Davaani (I always like those guys), The Queen of Summer in Thelanis, and the living forests of Lammania. They learned how everything, the planes, the moons, and even the sun revolved around Eberron, and it was all being torn assunder by one pin-point intrusion, like a needle piercing a bubble to pop it. Something was trying to reach the center of Eberron, and the PCs had to get there first.
Cue the last session of the game, where the PCs and any ally they could muster (Jeala, Oalain regrown from his seed, The Enlightned Havakhad rejuvnated from his coma, the entire cast of former PCs) stormed down through Khyber, plowing through aberrant hordes to confront their dealkyr lords. When they put down the likes of Dyrrn, Belashyrra, and Orlassk, they realized the dealkyr were guarding a hole leading down from Khyber into the Elemental Chaos, at the center of which was the vast, dark, swirling whirlpool of the Abyss. Into the center they plunged, fending off attacks from crazed elementals and demons, punching through weaker resistance to challenge the likes of Demogorgon until finally they plunged to the very bottom of the Abyss itself.
They saw a plane of nothingness, and rising from it a sharp spike of physical evil itself, blacker than the darkest night. But around this spike of evil, a throbbing, pulsing mass of brain matter glowed rhythmically. As they saw it, a familiar voice entered their heads, that of the Lord of Shattered Thoughts. The dealkyr lord they destroyed on Vult. They had even burned his ashes.
Registering their shock, the giant mass of grey matter throbbed and spoke amusement into their heads. "You've only ever seen a splinter of my existance. You even let one live."
Just then, Victor began spasming and screaming as a tentacle exploded from his eye, wrapped around his head, and tore it off. Then a crazily smiling, beautiful face protruded from the gaping neckwound and proceeded to tear Victor's body in half, the body created by the dealkyr's body-splitting ray, reveaing the humanoid form of the Lord of Shattered Thoughts.
The party battled both forms of the dealkyr lord. The mass of brain matter continued to throb and invade their minds and set off pulses of psionic power around them while the humanoid form lauched into a crazed fury, corrupting and poisoning their bodies, and gathering energy to fire his body-splitting ray, once againt ripping the PC's baser desires from their bodies and setting them against each other.
In the thick of the fight, the PCs bloodied and battered but not broken, the daelkyr hesitated before firing its id-manifesting ray. It seemed to struggle with its aiming arm, as it slowly began aiming at its own head. Then it fired the ray and a young-adult sized red dragon burst from the resulting explosion of flesh. Roaring in fury, Victor returned and rallied the PCs as the brain-matter daelkyr began spawning multiples of its human form.
(It should be noted, that my players really really liked Victor. I know DMPCs are not looked upon highly by some, but I knew my audience.)
In the end, the PCs rose from the dead as they fell, refusing to die (Yay epic!), and tore the daelkyr-spawning monstrocity apart.
The world was saved.
The game ended.
The players partied :p
 

Novaseaker

Explorer
At this point, another poster asked me how I planned to continue the timeline. Here's my response that serves as an epilogue.


Unfortunately I don't plan on continuing a game in the same timeline. My next Eberron campaign is going to be reset to 998 YK.

However, the "epilouge" for the world included a few things. They're sort of character-specific:

The "kalashtar psion" character (actually a human wizard mechanically for psychokinetic energy blasts) as his epic destiny dissolved into a being of pure thought (actually storm energy, as his ED was Storm Sovereign, but whatever) and went to go supplant the Dreaming Dark and turn the age of Dal Quor. (Victor went to help)
Reidra wasn't plunged into chaos so much as the Empire started to slowly loose its grip. The Inspired had been Inspired for so long that even with their quori hosts gone, they still thought like them. However, without the benefit of meeting in Dal Quor to plan and manage the continent-wide empire, their totalitarian rule became slower to react to civic unrest. The Monoliths no longer worked in attracting Dal Quor as they were "pulling" on the Darkeness that Dreams which was destroyed, and the broadcastng of daily dreams stopped. (This was the biggest shock for the populace, but once the Inspired realized they were quori-less, they quickly spun propaganda to manage their sheep, but they couldn't escape the long-range impact of losing this subtle control.)
However, the Monoliths had pulled Dal Quor "close" enough, that when the connection was severed, the damage to the plane done by the Giants was repaired, and it resumed it's natural planar cycle.
The Kalashtar were unaffected by the Turn of the Age, and continue to live in peace in Khorvaire and Adar. The Inspired had to shift resources of their armed forces to civic control, so they retracted their seige of Reidra.
Eventually the Inspired (the Chosen that had been possessed so long they still thought like quori) died of old age, and only had the regular Chosen to suceed them. While intelligent and charismatic, they were only great leaders, not the deities the populace believed the Inspired to be. A century was all it took from the end of the campaign to the fracturing of Reidra into seperate states.

The silver-flame missionary (Who still had the criminally insane quori trapped inside him. He was an Elan in 3.5) returned to Flamekeep with Jeala, and now that Bel Shalor was securely seald and his taint was excised from the Flame, the Church could now see where some of its practices were becoming extreme. They suceeded the Theocracy back to Wynarn rule and focused on sending out missionaries of peace to the other nations. In giving back the crown to Diana, they also insisted that Cyran refugees be welcomed into the borders, as Thrane's population was also devestated by a Mourning and they had the room. With Thrane picking up the peace-keeping operation the Inspired were attempting, a true peace emerged on Khorvaire as the nations looked to the renewed sky, and realized how close they had all come to the end of their existance.
Eventually some centuries down the line, the PC (elans are immortal) was approached by the Storm Dragons of Adar. A Lords of Dust plot had weakened the rajah's prison. The PC knew what he had to do. He had been a prison for an evil quori for so long, he knew he could handle the rajah, with the strength of the Flame behind him. He went with the Storm Dragons to Adar and immolated himself, creating another physical manifestation of the Flame and becoming the Rajah's prison. At the same time, he became a Voice of the Flame for all those touched by the extinct darkness-quori's touch: The remaining Chosen bloodlines, the Kalashtar, other elans like himself.

The gatekeeper wilden druid returned with Oalain to the Eldeen Reaches and stories of their deeds and how they saved the world drove up numbers of new recruits, and the druid PC refounded the gatekeepers before he dissolved into a Primal Spirit. The only thing he changed in gatekeeper tradition was an increased understanding that they must always remain vigilant. That the threat of Xoriat is not past, that it is always lingering and must always be opposed, and just two victories against them does not mean that the war is over. (So the Gatekeepers would never again allow their numbers to dwindle to so few).

The Paladin of Dol Dorn, in the final encounter with the daelkyr-spawning monster, became the Fist of Dorn. He ascended to the unknown realm of the Sovereigns as the Punisher of the Gods, and the world would forever know that Rion Rolace was the Sovereign of Rightousness and Retribution.

As for Victor, after he returned from Dal Quor, he stationed himself in The Vast, re-creating he kingdom he had left to persue his part of the prophecy, welcoming all refugees from other Vast territories and protecting them from the depredations of vicious dragon-tyrants. He became known in Argonnessen as the wyrm that would sacrifice his draconic soul for the world, and when he passed on, they revered him as the new Sovereign of Sacrifice, releaving Dol Arah of her post.
 

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