Eberron: Soaring Skies of Khorvaire

Olladra's Welcome Sidequesting
Going to the beach just isn't enough! We must have a minigame arcade, too!

As a disclaimer, the name “Trader Johh’s” turns up a lot in these: It’s the restaurant attached to the Radiant Tide whose name had previous went unsaid.

Olladra’s Welcome: 99 Bottles of Ninja-Beer on the Wall…
A local fraternity has sponsored a drinking contest at Trader Johh’s: Do you have the testicular fortitude to become the Beer-King of Olladra’s Welcome? (Rhetorically speaking for the ladies, of course.)
Length: Hour to Session
Type: Skill
Reward: Being crowned the Beer-King or -Queen of Olladra’s Weclome! And free food from Trader Johh’s

Olladra’s Welcome: Battle of the Bards
Trader Johh’s is advertising a night filled with song and singing contest called the “battle of the bards”. Who knew bards could fight?
Length: Session
Type: Skill
Reward: Free food from Trader Johh’s and maybe getting to beat Fientia at her own game.

Olladra’s Welcome: How Do You Say “T-Shirt” in Common, Anyway?
You pass by a Wall of Fame inside Trader Johh’s, dedicated to past winners of something called a “wet tunic competition”, with a vacant spot declaring it’d go to the winner of this year’s contest, to be determined during Olladra’s Welcome.
Length: Session
Type: Skill
Reward: A 5,000gp gift certificate to Alanorra & Associates’ Multiplanar Fashion Emporium for the winner; 3,000gp and 1,000gp gift certificates for the first and second runners-up. Also, a spot on Trader Johh’s Wall of Fame!

Olladra’s Welcome: Mother Dearest
Esravesh d’Lyrandar is simply dying to take her little girl’s friends to lunch. There is absolutely nothing ominous about this. Nothing at all.
Length: Hour to Session
Type: Social
Reward: A day out with one of the most important women in Khorvairian commerce.

Olladra’s Welcome: Testing the Physics Engine
A flier advertises an upcoming beach volleyball tournament, featuring animation of a pair of attractive co-eds playing volleyball, then blowing each other up with magic.
Length: Session
Type: Skill
Reward: A fabulous prize if you win! …or so it says.

Olladra’s Welcome: The Race for the Summer Sun
The lobby of the Radiant Tide is abuzz with gossip about the upcoming qualifying heats for the big grand prix held during Olladra’s Welcome, the Race for the Summer Sun.
Length: Session+
Type: Adventure
Reward: An Eberronian grand prix? Surely something impressive if you can win.

Olladra’s Welcome: Wicked Wipeout
Organized teams of arcanists have waded into the ocean beyond the Radiant Tide and began conjuring waves. What could they possibly be for?
Length: Hour to Session
Type: Skill
Reward: At the very least that you have vanquished the horrible threat posed by arcanely summoned waves.

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Lords' Select Committee on the Defense of the Realm Briefing
Because you deserve to know what the flying frell is going on in Aundair.

Opting to take Boranax up on his advice, the party sits in on a briefing intended for the muckety-mucks of the Brelish government! The relevant contents are excerpted below.

The DM reserves the right to add more fluff to this, which shall be done soonish.

History of the Current Crisis
By: Dr. Rin Amekk, Kesan ir’Hemden Professor Emeritus of Politics and Government at Queen Wroann University
“The roots of the current crisis grow from the Succession Crisis of 980. Queen Wrella I died on 3 Zarantyr of that year as her kingdom entered its darkest hour. The Thrane general offensive of the second half of 979, dubbed “The Orrery of Fate”, had succeeded beyond almost of its planners’ dreams. Operation Little Sypheros had cracked open the Kaskenny Line which held the lower River Aundair, while its follow-on Operation Big Sypheros had destabilized the entire northern front, swept away all Aundairian resistance between the River Aundair and the gates of Thaliost, and put Thrane in control of the western shores of the entry to Scion’s Sound. Operations Nymm and Eyre, aimed at cutting off Fairhaven from the rest of the nation and effectively cutting it in half, were dangerously close to their final objectives of Areksul and Lathleer, being within a day’s march of the former and at the gates of the latter. Even in the south, Operations Vult and Deuce Vult – better remembered to the rest of Khorvaire as the Sixth and Seventh Battles of Larunor – were checked, but at the cost of a 300,000 casualties could not afford with the Thranes advancing on every front.”

“It was in the midst of this strategic meltdown that the Aundairian system of government imploded. Wrella I was a resourceful and imperious woman, ruling Aundair as an assertive executive who was determined to defend existing royal prerogatives and appropriate for herself new ones which might be needed to run the state as she saw necessary. Her government ran preferred to run roughshod over the other institutions of power in Aundair, especially the Estates-General and the Arcane Congress in its exercise of temporal powers. Despite her ministry’s intragovernmental abrasiveness, she was fairly popular, even amongst those who were the victims of her government’s abuse: Her three decades of rule were widely seen as a time of rising prosperity and good, if not always civil, governance. But she made more than her fair share of enemies, who would make their strength known in the days and weeks after her death.”

“The succession crisis began in earnest on 23 Zarantyr, when the Estates-General refused to authorize the coronation of Crown Princess Dimara Sanne Aurala ir’Wynarn (regnal Aurala I). Such refusals were, despite their appearance, not uncommon in the thousand year history of Aundair: They were, traditionally, the Estates way of airing their grievances against the previous monarch and perhaps wring a concession or two out of the monarchy. What made the denial of 23 Zarantyr unparalleled was that, for the first time, the Estates were rejecting an heir apparent on the basis of the heir’s character: The Estates objected to Crown Princess Dimara’s choice of husbands, a formerly high-ranking member of House Vadalis prior to his excoriation, and the risk of ‘contaminating’ the royal bloodline with future heirs who would potentially be barred from the throne by the Korth Edicts. Such fears were merely pretextual: What was truly of concern was that Dimara was of the same mold as her mother, with reportedly even keener political instincts and skills.”

“What motivated the succession crisis was equal measures of desperation and connivance. By 23 Zarantyr, the military situation had begun to stabilize: After months of hard fighting, Operations Nymm and Eyre finally spent their offensive impetuses and ground to a halt short of their marks; Karrnath’s Seventh (Berovian) Army had landed at Terrinport at the western terminus of what had been the Golden Arch Bridge, taking the pressure off of forces on the Thaliost Peninsula and allowing those which had been defeated and scattered to begin to regroup; and Operation Golden Meteor had gotten off to a rousing start by throwing back the Thranes the seven miles they had captured in the previous sixth months of campaigning before Larunor, with the triumphant encirclement of the Larunor Crusade just weeks ahead. But the stabilizing military situation gave voice to in the Estates was a scream of anguish. The horrible fighting of the 960s and 970s between Aundair and Thrane in what had once been part of Galifarian Thrane had produced more than four million dead, wounded, and missing on both sides and more than half of that between 975 and 980. It was felt, and not without good cause, that the nobility of the south had paid more than their fair share of blood and treasure for the Aundairian crown’s international ambitions. The south also found itself conveniently the only place that was not in the grips of an existential crisis: Twenty years of cyclical invasion had given it a political coherence in the face of adversity that the noble delegations from the heartlands north and south of Fairhaven and the overrun Thaliost Peninsula lacked.”

“Where the southern representatives of the Estates were driven by fear for their material and familial safety, the Arcane Congress’s role in engineering the succession crisis was far more deliberate. Since the start of the Last War, two factions within the Congress had vied for the soul of the institution. On one hand were the Internationalists, who sought to preserve the Congress’s mission since its founding by Galifar I: The regulation and advancement of the arcane sciences and their usages for the good of all of Khorvaire. This meant keeping the Congress from getting tied up politics generally, and especially the politics of the Last War. The other side, the Nationalists, saw the Congress as a temporal player little different from the other great land magnates in Aundair: The Congress, after all, was the municipal and county government for Arcanix and its suburbs, the former being a bustling city of one-and-a-half million. (The Arcane Congress was, in its capacity as the sovereign of the Duchy of Arcanix and its subsidiary counties, represented in the Estates-General.) The role of the Congress should not only be to win the war in a way favorable to Aundair, but to get involved in both Aundairian and international politics to promote the clearly superior governmental philosophies of magocracy. At the time of Wrella I’s death, the Nationalists were in ascendency and, more importantly, they had a willing ally in Adal Tyman Bokk ir’Wynarn, Wrella I’s forth-born child hell-bent on acquiring the throne for himself.”

“Between a politically unified south and a self-aggrandizing Arcane Congress, a list of demands was presented to Crown Princess Dimara as prerequisites for the Estates to recognize her ascent to the throne. They amounted to a radical rewriting of the Aundairian constitution: Executive power would be ensconced in a triumvirate of the crown and representatives of the Estates and Arcane Congress, with governmental portfolios and appointments being allotted on a carefully calculated percentage basis; the Congress would be recognized as an independent institution within the governmental framework, the equal of both the crown and Estates; and the Estates would be rechartered as a full-time legislature and given a co-equal role in Aundair’s fiscal management. In-exchange, the Estates would undertake internal reforms to remove the final feudal barriers to conscription and the full resources of the Arcane Congress would be put at the hands of the crown. For added emphasis, the point was made that if the Crown Princess proved unwilling to negotiate, the Estates would recognize the succession of Adal.”

“From the existing sources, it is difficult to ascertain what Crown Princess Dimara intended to do until 19 Olarune: By some accounts, she raged incessantly about the Estates’ temerity and would sooner have had Fairhaven occupied by Thranes than accede to their blackmail; by others, she was willing to take the bitter pill to get back to the more important work of ejecting the Thranes from her kingdom. On 19 Olarune, however, the situation changed dramatically, as Operation Golden Meteor – which had been launched without the crown’s authorization, as a “demonstration” of the alliance which the Arcane Congress and Estates were fronting – reached its zenith with the encirclement of the Larunor Crusade, routing of the remnants of the Southwestern Crusade, and the capture of more than a quarter-million Thrane prisoners. Operation Golden Meteor had produced the greatest Aundairian battlefield victory in a generation, if not the entire war: It would be impossible to resist the demands before Dimara after it. Though it is a credit to the future Aurala I’s political skills that she was not forced to accept all of the Estates’ demands: After several weeks of fierce internal debate with the Arcane Congress and mobilizing of the members of the Estates from Thrane-overrun territory desperate for any kind of counteroffensive, Dimara succeeded in driving the Estates to back down from their demand for the transformation of that body into a permanently convened legislature. In-exchange, Dimara accepted the ‘unity constitution’ and a ‘unity government’ under its power-sharing agreement, as well the recognition of the Arcane Congress’s equality of stature, and was crowned Queen Aurala I on 9 Therendor, 980.”

The Current Crisis and Its State of Play
By: Col. Ihigo Retzen (Home Guard Intelligence), Maj. Boranax ir’Wynarn (King’s Citadel), Urik Tannan, Deputy Director of Intelligence Analysis (Dark Lanterns)
“From the available facts, it appears that the unity government is being dismembered by a well planned and well orchestrated coup d’main. The first phase of the process appears to have begun during the second two weeks of Olarune or the first of Therendor, though we cannot be precisely sure of the exact start date. Several mid-ranking officials in the Chancellories of Arcana, the Interior, and War were arrested on sundry charges of embezzlement, contraband trafficking, misappropriation of state resources, and other sundry crimes. These were followed by a wave of resignations and retirements from various military and civil posts, and followed by an even bigger round of arrests for plausible, if not entirely believable, slights against the state. What has been most striking has been that, in the churning cauldron of arrests, retirements, and resignations is that very few, if any, have been aligned with the ‘royalist’ wing of the Aundairian government and the efficiency with which organizational losses have been made good. To date, six cabinet ministers, twenty-two admirals, ninety-one generals, and one-hundred fifty-five agency heads and deputy cabinet ministers have resigned, retired, or been arrested. We have lost count of the number of those further down the organizational charts who have experienced churn. It can safely be assumed that in order to make these kinds of changes and keep the government from collapsing, that a good deal of preparatory work went into the purge prior to its commencing.

“The second phase of the purge appears to have begun on 28 Eyre. It was on that date that Aarott’s Presidium crashed under extremely mysterious circumstances. This act was credited by the Aundairian crown to a warforged and pair of dragons visiting a prisoner incarcerated aboard Aarott’s Presidium as a diversionary action to allow for the kidnapping of Princess Austasia Dimara Wreyna ir’Wynarn, then on holiday somewhere between Wroat and Hatheril at the behest of Crown Prince Adal. In the wake of the crash, the Crown Prince has been stripped of his title and is about to stand trial for his crimes. Sizable elements of the regular have been mobilized and recent reserve classes recalled in anticipation of this, should it provoke a negative reaction from Adal’s political allies.

“This all seems to be a deception promulgated for domestic consumption: Brelish customs authorities have no record of a royal delegation entering Breland through any of the expected ports of entry, nor is there any record of Princess Austasia’s being in Breland beyond her arrival and departure from Wroat. (A series of articles fed to the Times (of Wroat) chronicling her travels has been debunked as having originated from, and likely been fabricated by, the castellan of an estate on Brokenblade Island.) Furthermore, the Aundairians have made no official attempt to organize a search of the Wroat-Hatheril corridor, instead leaving it to adventurers and mercenaries motivated by the generous cash reward offered for Austasia’s return. While deceptive, the lie has provided a remarkably good excuse with which to depose the Crown Prince, whose show trial is now looming large.”

“The only pieces of evidence available to support the thesis that Adal kidnapped Austasia is the odd circumstances which prevailed in Terminus Station during the first weeks of Therendor. While the details are still sketchy and have been much stonewalled by House Orien, it appears that a squad-level detachment of Knights Phantom were operating within the station, searching for someone of import. House Orien has refused to comment one way or the other, and the only testimony we have is from a handful of witnesses who have been willing to come forward, suggesting a cover-up by either the Aundairians or House Orien. (The witnesses also mention the recurring role of an adventuring party who left a member of the Arcane Congress nude and unconscious on a rail platform, so they are not being treated as entirely credible.) If the Aundairians were searching for Princess Austasia, however, it suggests even more is going on than previously assumed, as that would have had Aundairian special forces in Sharn looking for a missing princess who would not be ‘kidnapped’ for another eight weeks.”

“Far more credible evidence exists that the crashing of Aarott’s Presidium was an event independent of the current political situation. Or, at the very least, that the Aundairian crown is attempting to repurpose it for its own political advantage. The Dark Lantern station-master in Fairhaven has managed to acquire transcripts of some of the interviews with survivors and interrogations of recaptured prisoners. They paint a markedly different picture than what is being spun by Fairhold: They speak of a riot breaking out and, in the commotion, the ‘perpetrators’ of the crime throwing themselves into the melee to protect the guards and/or try to restore order. They also speak of the unloading and detonating of a strange arcane device deep in the bowels of the prison during the riot: This conforms with our own intelligence assets crediting a Banishment bomb as the culprit in the preliminary drafts of the investigative report. They also speak of the riot being instigated, and the Banishment bomb being emplaced, by warforged bearing the emblem of a thirteen-spiked gauntlet: Without the opportunity to further interrogate the witnesses on this subject, it is impossible to say with certainty who or what the gauntlet symbolized. But at first blush, it bears a startlingly resemblance to the descriptions of the insignia of the Lord of Blades, warranting further investigation at the very least.”

“In light of the political advantages and evidence to the contrary, it is the official position of the Brelish intelligence community that Princess Austasia has not been kidnapped and that there is no evidence to indicate that she has been on Brelish soil during this past year. At this juncture, no insight can be provided as to why the Aundairian government continues to advance this theory, beyond that it is politically advantageous to Queen Aurala I if her daughter and heir apparent was kidnapped as an act of political retaliation. We can only offer one closing thesis: If we accept that our first position was incorrect – that Princess Austasia has, contrary to our best knowledge, infiltrated Brelish territory – then there is a possible reconciliation for the oddness at Terminus Station and the rationale of the kidnapping plot. If Austasia were to arrive in Breland at the start of Therendor, that would coincide with the purge beginning to have its bite, and the time when it would make the most sense for the heir apparent and most likely target of potential retaliation to go incommunicado. Whether the presence of Knight Phantoms in Sharn and Austasia’s subsequent appearance in Wroat were plots undertaken by different factions or all the work of the Aundairian crown cannot be speculated upon, but under this scenario it seems obvious that the ruse was coming apart by 28 Eyre, in which the perfect marriage of political opportunities were presented, as a new lies could be fashioned to explain Austasia’s being out of sight and simultaneously blame it on the last bastion of opposition in Fairhaven. But, this remains wholly conjecture, no matter how neatly it ties up certain loose threads.”

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Halfling Mafia and Crazy Spy Caper XP
In which you magically feel more experienced after almost a year of not.

Congrats. You’re finally L9. And if I ever get this far behind in terms of XP again, shoot me. In the face. With a hammer.

The Draconic Prophecy Turns…
The Gray Dragon Inn
—Meeting the Besterforged: 25xp
—Demonstrating Tea’s Versatility: 50xp
—Deducing Gin’s True Nature: 25xp

The Embassy of the Chamber
—Venturing to the Place Where There Be Dragons: 50xp
—Mistaking the Fernian Mission for the Chamber’s: 25xp
—Learning of Mara’s Elevation in Rank: 75xp
—Meeting Vanne, Chibi-Dragon Extraordinaire: 50xp
—Starting Vanne’s Hoard: 25xp, +2 Good Points
—Using An Artifact Maul As a Door Knocker: 50xp
—Seeing Gyla, Nel, and Roach Reamed by Angry Dragons: 100xp
—Learning How Aarott’s Presidium Crashed: 100xp
—Discovering Aesthyrkraix’s Tragic Family History: 25xp
—Getting Volunteered for a Roadtrip to Argonnessen: 125xp, +25 Reputation Points

The Skydocks of Korran-Thievan
—Meeting a Pink-Loving Refugee From Another Genre: 75xp
—Reine and Fientia, Sitting In a Tree, K-I-S-S-I-N-G: 75xp
—Hiring Reine’s Not-Girlfriend to Fly Your Airship: 100xp, +10 Reputation Points

Mara’s Crystal Bridge Abode
—Discussing Life, the Multiverse, and Everything with Vanne: 100xp
—Getting Grapple-Hugged by a Giant Bird: 25xp
—Regaling Mara With Your Misadventures: 50xp
—Discovering Why Abby Was Locked Up: 50xp
—Meeting Tevi, Fallen Couatl: 125xp

The Road to Cybil’s Sanctuary
—Initiating Operation Go Grab Roach: 25xp, +2 Good Points
—Getting Raptors Dropped On You: 25xp
—Interrupting the Halfing Wise Guy’s Trash Talk: 75xp
—Defeating the Halfling Paradrop: 1,000xp, +10 Reputation Points

Cybil’s Sanctuary
—Buffing Prior to Proceeding to the Sanctuary: 25xp
—Discovering That the Mob’s Using Extraplanar Muscle: 50xp
—Rescuing Cybil, Gyla, Neltharion, and Roach: 50xp, +5 Good Points, +10 Reputation Points
—Causing a Ceustoloth to Explode Via Sword Magic: 50xp, +5 Reputation Points
—Defeating the Dread Legion of Terror: 775xp, +10 Reputation Points

The Return to the Albatross
—Curing the Dragons of Their Con-Damage: 50xp, +2 Good Points
—Meeting Naerrax, Defiler of the Eternal Day: 100xp
—Discovering Naerrax is Also Wile E. Yugoloth: 50xp
—Getting Backstabbed by a SURPRISE! Dragon: 50xp
—Ruining Naerrax’s Day With A Spess Laser: 100xp
—I Rise, You Fall: 50xp, -1 Karma Point
—Boarding a Dragon Via a Grappling Hook: 50xp, +5 Reputation Points
—Crashing a Dragon Via Stomp: 100xp, +5 Reputation Points
—Defeating Viv: 750xp, +10 Reputation Points
—Surviving Naerrax: 375xp, +10 Reputation Points

Meddling Kids At Play
The Albatross, Part One
—You’ve Mispronounced It, It’s “Lurve”: 25xp
—Heading to Wroat: 50xp
—Bantering with Varnak: 50xp
—Hearing of Luken’s Charming: 100xp
—Accepting Varnak’s Job: 150xp

Summerdell District
—Investigating One of Elatzi’s Bunkmates: 100xp
—Pub-Crawling for Intel: 100xp
—Annoying Vigil the Tuxedoforged: 50xp
—Talking Shop With Lorsanna: 150xp
—Gwynne Taking One for the Team: 125xp
—Convincing Lorsanna to Become a Dread Legion of Terror Groupie: 125xp, +5 Chaos Points
—Discussing Your Exploits With Khaal: 75xp, +5 Reputation Points

The Albatross, Part Two
—Updating Mara on What Was Learned from Khaal: 75xp
—Seeing Neltharion’s Karmic Punishment for Making Vanne Cry: 50xp
—Taking Vanne With You to See Ligriv: 75xp

Brokenblade Island
—Waving at the Warforged Titan, Again: 25xp
—Learning Where All the Airships Went During “A Royal Pain in the…”; 50xp
—Burzam’s Semantic Shenanigans: 100xp, +2 Reputation Points

Casa ir’Clarn
—Refrain From Intrudin’ When the Room Be Boomin’: 50xp
—Barging into Ligriv’s Mansion-Barn: 100xp
—Doing the Barging, And Everything Else, With Panache: 50xp
—Panache Which Also Tastes Good With Syrup: 50xp
—Catching Up With Ligriv and Aurim: 100xp
—Learning of Aurim’s Plans To Open Up the Molten Front: 50xp
—Learning That Ligriv Has An Accusing Parlor: 25xp
—Visiting Ligriv’s Accusing Parlor: 50xp
—Partaking in the Accusing Parlor’s Bubble Pipes and Dramatic Lighting: 75xp
—Entertaining Ligriv’s Theory About Ninja-Goblins: 150xp
—Learning That Ligriv Also Has An Angrydome: 25xp
—What’s Insurance? It’s Like Gambling, Except You Hope to Lose: 25xp
—Coming Up With a Plan To Infiltrate the Theater: 100xp
—Visiting Ligriv’s Angrydome: 75xp
—Vanne’s Playing Kaiju: 75xp

The Albatross, Part Three
—Getting Tuxed Up to Visit the North Bank Theater: 50xp
—Contacting Dr. Flint: 50xp
—Being Briefed on Mara’s Adventures: 75xp
—Making A State Function Of Your Trip to the Theater: 100xp, +10 Reputation Points

Rigard’s Inquisitions
—All We’ll Find At Rigard’s Is Rigard Mortis: 25xp
—Hiring An Infiltration Specialist: 100xp
—Humorously Overpaying For An Infiltration Specialist: 50xp

The North Bank Theater
—Conducting Last-Minute Intel-Gathering: 50xp
—Bringing Crossdressing Dragons Along: 50xp
—Having the Red Carpet Rolled Out For You: 50xp, +25 Reputation Points
—Causing a Distraction Via Ninja-Beer Consumption: 75xp
—Learning of Blood to Alcohol’s Existence: 25xp
—Recruiting Aethyta: 25xp, Aethyta becomes the Albatross’s bartender
—Bumbling Into the Bugbear Pickets: 25xp
—Defeating the Bugbear Pickets: 50xp
—Dispelling the Hell Out Of A Trap: 25xp
—Getting Hit On By a Ninja-Goblin Minder: 50xp
—Watching an Opera Full Of POMPOUS BOMBAST: 150xp
—Figuring Out You Were Watching Xenodurr: The Musical: 100xp
—Raiding the Genjashaar’s Account Department: 100xp
—Melting Koritachuo’s Face With Slay Living: 50xp
—Covering Your Escape With A Wall of Force: 50xp
—Walking Out of the Theater A Third Through Act I: 50xp, -25 Reputation Points
—Discovering Elatzi Is Really Rooikat: 250xp

The Albatross, Part Four
—Making Sure No One Had Prepared Exploding Runes Today: 50xp
—Receiving A Bill For the Property Damage of Your Adventuring: 50xp
—Being Given A Daishou By People Whose Leader You Just Killed: 25xp

Casa ir’Clarn, Again
—Catching Another Episode of Royal Politics: 75xp
—Letting Boranax Be Rank-Slapped By His Superior: 25xp
—Reliving Balgrim’s Nostalgic Gullet-Diving: 25xp
—Telling Varnak Ligriv Was Right: 100xp
—Assembling Everyone In the Accusing Parlor: 25xp
—Stealing Rooikat’s Face Via Face-Punch: 150xp
—Foiling Rooikat’s Escape Attempt: 100xp
Total: 9,800xp, 5 Chaos Points, 11 Good Points, 117 Reputation Points, -1 Karma Point

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Boromar Ambush Loot
You have braved the worst that the enemy can throw at you, and have a lot of swag for your troubles!

You people keep getting money. Either I’m a great DM, or a terrible one: Included below are all that you have looted from the dead and your own captives, as well as what little bits you manage to scavenge from the hulk of the enemy’s airship.

A more thorough write-up of events is pending, when I can find the motivation to do it. …which means probably not until after the bar.

Weapons
+2 heavy repeating crossbow [x3] [x1 Reine, x1 Burzam]
+1 cold-forged steel lance [x6] [x1 Reine, 5x Kingu]
+1 geosteel tangat [x3] [1x Kingu]
+1 heavy repeating crossbow [x10] [x3 Burzam]
+1 trident
Mwk Small geosteel tangat [x10]
Mwk Small geosteel waraxe [x6]
Mwk Small heavy repeating crossbow [x6]
Mwk Large wilting ash composite greatbow w/+4 Str pull [x8] [x1 Burzam]
Aquasteel javelin [x24]

Armor
+2 nimble aerosteel breastplate [x3] [x3 Burzam]
+1 nimble geosteel full-plate [x6] [x5 Burzam]
+1 aerosteel breastplate [x16] [6x Kingu]
+1 heavy geosteel shield [x6] [x1 Reine]
Mwk aerosteel chainmail barding [x5]
Mwk geosteel chainmail

Wondrous Items
Cloak of protection +2 [x3] [x1 Reine]
Cloak of resistance +1 [x16] [x6 Reine]
Decanter of endless water [Albatross]
Eternal wand of great thunderclap [Burzam]
Eternal wand of magic missile(CL9) [x2] [x1 Burzam]
Eternal wand of regal Talentan procession (Summons clawfeet/carvers instead of horses)
Eternal wand of scorching ray(CL7) [x2] [x1 Burzam, x1 Gwynne]
Eternal wand of slow [x3] [1x Burzam]
Gauntlets of ogre power +2 [x3] [x1 Reine, x1 Roach]

Potions
Potion of blindsight [x6] [x2 Burzam]
Potion of cure serious wounds
Potion of displacement [x3] [x1 Burzam]
Potion of fly [x3] [x1 Burzam]
Potion of girallon’s blessing [x3]
Potion of invisibility [x2] [x2 Burzam]
Potion of see invisibility [x3] [x3 Burzam]
Potion of spider climb [x3] [x1 Burzam]

Scrolls
Scroll of banishment [Burzam]
Scroll of cometfall [x3] [x3 Burzam]
Scroll of dinosaur stampede[x3] [x3 Burzam]
Scroll of dispel magic(CL10) [x3] [x1 Burzam]
Scroll of mass cure light wounds [x4]
Scroll of obscuring mist [x2]
Scroll of stinking cloud [x2]
Scroll of wall of force [x3] [x3 Burzam]
Scroll of wingbind [Burzam]

Wands
Wand of cure light wounds(50 charges) [x4]
Wand of cloak of bravery(3 charges) [x3] [x1 Burzam]
Wand of dismissal(3 charges) [x2] [x1 Burzam]
Wand of Evard’s black tentacles(3 charges) [x3] [x1 Burzam]
Wand of fireball(3 charges) [x3] [x1 Burzam]
Wand of haste(3 charges) [x5] [x2 Burzam]
Wand of mass align weapon(3 charges) [x3] [x2 Burzam]
Wand of mass resist energy(3 chargers) [x2] [x1 Burzam]

Miscellaneous
+3 dragonbane bolt[x7]
Battered and broken masterwork ballista[x3]
Magebred clawfoot[x5] [x2 Burzam]
Mwk cold-forged steel bolt[x640] [x40 Reine]
Mwk arrow[x160] [x40 Burzam]

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Sharn Interlude Postscript, Treasure, and XP
How is that even when you're sidequesting you're still dinging? And getting absurd amounts of treasure?

Yep, folks, you’re now L8. Fun times!

Sewer Noodling Postscript
You feel a twinge of guilt as the last fleeing merrow is dragged into the central cistern by Ol’ Gobbla: But only a little, as the merrow wasn’t exactly the sort who you’d take to social gatherings. But death-by-devil-croc is just not a good way to go, even for a murderous aquatic ogre. With Ol’ Gobbla contenting himself on one of his former handlers, you are free to cut off the heads of the dead ogres which you’ve just felled. A total of twenty are collected: 10,000gp is not a bad day’s work, despite Pappy Merrow’s axe-work and Mammy Merrow getting the drop on Gwynne.

With their heads secured, you proceed to explore the rest of the impromptu warren they’d managed to construct for themselves in the sewers: Mercifully, there are no more surprises waiting for you, and Ol’ Gobbla seems intent to give you wide berth following your inflicting of pain upon him. Well, you do have one surprise in store for you: The amount of stuff that the merrows have. Piles upon piles of crates, barrels, coffers, chests, and various other loot containers litter the sewer-warren: As with any large amount of loot, some of it looks rather valuable, but some of it also looks rather useless. Burzam, Reine, and Blackfist set about looking for suitable shinies to sate their hunger for shiny things, while Gwynne and Tevi continue deeper into the warren to discover a rather large and ramshackle shack.

Venturing inside, the two discover sufficient accommodations for each and every merrow on the ground floor, as well as yet more barracks-style bedding and private chambers for Mammy and Pappy upstairs. Their search draws them to Mammy’s room, which is rather better kept than the rest of the shack, and is filled with maps and books to boot! Certainly not things you’d expect to find in a merrow’s warren. Upon examining the books, you find that they’re a meticulously kept log of the piracy and salvage operations undertaken by the merrows: That they were sinking ships and then looting them out in the Hilt certainly explains where all of the swag came from. You also discover that the merrows of this sewer-warren had come to lead an impressive alliance of merrows, skrags, and skum to engage in a rather organized bid to control this section of the sewers. All told from the records, you count that this warren had 34 members, of whom you’ve killed or routed 22: The rest are, by the logs, out on patrol or salvage. You also discern the location of the primary skrag colony in the region, plus what seems to be a rather sizable skum settlement in the vicinity.

Stowing away the logs and maps, the party is reunited! And work is done processing loot: The corpses of the dead merrows are stripped and their useful contents placed in your extradimensional spaces, while useful-looking containers are searched and they, or their contents, are lashed onto Blackfist’s back. Having a Large-sized warforged to play pack mule is incredibly nice, isn’t it? All told a dozen chests, crates, and other containers are lashed to him and, to top it all off, he is also yoked to a large slab of aquasteel which Burzam insists upon bringing with you, if only to produce more awesome weapons of the sort the Sewerhome have. With Blackfist properly burdened, you at last can start making your way back to the surface! The going is slow, given Blackfist’s carrying and dragging Host only knows how much weight, but you take it nice and easy, making it back topside with no major interruptions.

Dropping off your loot at Magical Mayhem for identification, you proceed over to the Bureau of Sanitation to collect your bounty. The bureaucrats running the place are flabbergasted by the number of merrow heads you present: They hadn’t paid out twenty bounties in the past five months. They gleefully give you your money and express their thanks: They become a bit more circumspect when they are informed that the merrow are engaged in piracy, but will pass the news along to the Port Authority and City Watch.

Money in hand and a job well done, you retire for the day. Ah, the life of an adventurer…

Big Game Hunter: Fluffiwuffikens
You triumphantly inspect your prize: An owlbear that has flapped itself into exhaustion, and careened into a statue in the Upper Dura’s Highhold district. Fanfare trumpets as you work on disentangling the great beast from the stone dwarf it came to rest upon, while Kingu hovers down and joins you, getting more than a few squeezes from his new squeeze. He’s earned it, what with goring Oerz and dropping a tree onto an unsuspecting wyvern. And also dropping said tree onto whatever unfortunate souls might be in the ward beneath you. Probably should’ve thought that one through a bit more, Your Majesty.

Your revelry is ended as those who had been pursuing the pursuers arrive: Aerial troops from the Daggerwatch district, who joined the chase after it veered through the heart of the Brelish military’s presence in the city. A steady stream of flying cavalry, mounted upon warforged raptors and magebred flyers, circle above and assess the situation. They’re joined quickly thereafter by literal boatloads of red-cloaked troops, as several airships arrive upon the scene and disgorge their human cargo. With a company’s worth forces pouring into the area, the owlbear – and you – are rather quickly secured. Deciding that you are somewhat overmatched, you peaceably go with the nice men with the heavy repeating crossbows and readied wands.

After being escorted back to Daggerwatch, you are dressed down by the commander of the city’s garrison: You know you’ve made it when your intelligence is being insulted by the highest-ranking military man in the city! The riot act you are read includes violation of a dozen sky traffic ordinances, failure to heed multiple guidance orders from Sharn Air Traffic Control, violation of restricted military airspace, and several citations of property damage. You cannot help but take some solace that the jamming of Northeast Control isn’t laid upon your head, but you keep mum about it, lest you get blamed for it anyway. Your upbraiding is concluded with banishment to the stockade, where the general intends to keep you until the wheels of justice can, in due time, crush you. You stay the night therein: All-in-all, it’s not too bad, all things considered. Certainly better than having to pitch camp in somewhere like the X-742 Drainage Cluster.

Your lifetime internment in the stockades is interrupted when, in the morning, a grinning Boranax greets you with the good news: You’re free! The King’s Citadel looks after its own, after all. And that if you ever try something as stupid as a high-speed chase across the Upper Wards again, he’ll personally make sure you stay locked up. He also points out that the fines and penalties leveled against the party, totaling some 20,000gp, are your problem and not his. But that can be dealt with later: Sprung from prison, you collect your shackled owlbear and return to Crystal Bridge! Presenting it, Lady ir’Yalan is overjoyed to have cute widdle Fluffwuffikens back! (For his part, Fluffiwuffikens becomes something of an overaffectionate lapdog when united with his elderly mistress.) So overjoyed that she’s willing to pay off the copious bills you incurred finding her pet! And declaring an open door policy for the rescuers of her baby. (Fluffiwuffkens doesn’t seem particularly enamored with you ever returning. Can’t blame him for that, either.)

And so, if delayed a bit by your night in the clink, you collect your 10,000gp bounty! And the worst part about it all? Vanne wants to know when you can do it again.

Experience Points
Cathedral of Onatar
—Meeting Gad Zooks, High Priest of Onatar: 50xp
—Piquing Zooks’ Interest About Gunblades: 25xp
—Learning of Saber’s Resurrection: 50xp
—Gaining the Cathedral of Onatar’s Sponsorship of Future Ark Expeditions: 100xp, +5 Reputation Points, +25 Resource Points

Fort Yarith
—Skirmishing With the Sewerhome: 75xp
—Convincing Ironhide to Be Diplomatic: 50xp
—Learning of Scimitar’s Shenanigans: 50xp
—Employing the Sewerhome as Guards: 100xp, +5 Reputation Points, +10 Resource Points

X-742 Drainage Cluster
—Defeating Mammy & Pappy Merrow: 1,000xp
—Defeating the Merrow Kinfolk: 1,600xp
—Defeating Ol’ Gobbla: 250xp
—Returning to the Surface With Phat Loot: 50xp, +10 Reputation Points, +10 Resource Points

The Skies of Sharn
—Chatting With the Surrebec: 75xp
—It’s a Trap!: 25xp
—Tracking Fluffiwuffikens to Shae Lais: 100xp
—Casting Haste on Efram To Make Him Fly Faster: 50xp
—Joining the Chase Across Sharn: 50xp
—Dropping a Tree Token on Someone: 100xp, +10 Chaos Points
—Trip-Confirming Against Oerz: 75xp
—Eating a Subdual Crit: 50xp
—Taking Ballista-Flung Flak: 25xp
—Stupification via Speecification: 50xp
—Defeating Rival Adventurers and Winning Chase: 400xp, +30 Reputation Points, +5 Resource Points
Crafting: Winged boots for Reine(-17 Good Points, -15 Chaos Points; completed 5 Nymm)
Total: 4,400xp, -5 Chaos Points, -17 Good Points, +50 Reputation Points, +50 Resource Points

Treasure
Weapons
+2 Large bronzewood greataxe
+1 ebonsteel shortspear
Large stone maul [x21]
Mwk dwarven waraxe
Mwk kama
Mwk trident
Mwk warhammer

Armor
+1 Large black dragonhide breastplate
Mwk studded leather
Large crocodile hide armor [x21]
Geosteel breastplate
Cryosteel chain shirt
Full-plate
Medium ebonsteel half-plate [x3]
Small shimmersteel half-plate

Alchemical & Magical Items
Silver raven figurine of wondrous power
Potion of cure light wounds
Potion of darkvision
Potion of enlarge person [x2]
Potion of protection from evil
Scroll of detect undead
Wand of levitate(50 charges left)
Antitoxin [x3]
Smokestick [x3]

Art & Mundane Objects
Barrel of Riedran spices, with “PROPERTY OF TEZDAR BROS. TRADING CO.” emblazoned upon it in Dal Quor [x2]
Battle-scarred aquasteel apparatus of the crab bearing the faded markings over the Imperial Galifarian Navy
Crate of exquisitely soft furs bearing the worn insignia of House Vadalis [x3]
Crude statuette of a dragon hewn from a sea cat femur
Logbooks of Mammy Merrow, detailing the pirating operations of the merrow kinfolk
Map of the Hilt’s sea floor, indicating several points of interest
Map of the sewers, showing several points of interest near the X-742 Drainage Cluster
Ornate shimmersteel cavalry saber with bejeweled hilt and sheath
Royal wardrobe, circa 893 A.K., of Princess-Consort Casopi ir’Wynarn, last Archduchess of Sharn
Set of three matching extradimensional steamer trunks bearing the heraldry of the Prince of the Hilt
Well-preserved and life-like marble bust of “Mad” King Galifar XII
Well-preserved soarwood figurehead shaped like a comely mermaid

Cash, Coins, and Gems
270pp in Galifarian and Brelish mintage
6,526gp in Galifarian, Brelish, Cyran, and Aundairian mintage
14,336sp in Brelish and Cyran mintage
10,000gp letter-of-credit from the City of Sharn
10,000gp letter-of-credit from Teydren ir’Yalan
Fist-sized uncut diamond of a distinctly pink hue
Assorted other gems estimated at ~3,000gp in value

View
Sharn Sidequest Docket
Even if you're stuck laying over in Sharn, you've still got a lot to do!

Side Quest Length Key

  • Hour: This sidequest length should easily be finished within a single session: It may, however, take more than a single hour.
  • Session: This sidequest length should be finished within one session.

Side Quest Type Key

  • Adventure: This type of sidequest is a self-contained story arc that involves equal measures of multiple types of problem-solving.
  • Combat: This type of sidequest features the rolling of initiative and the stabbing of things in the face as the predominant method of resolving its problems.
  • Skill: This type of sidequest features the rolling of skill checks, or other non-combat rolls, as the predominant method of resolving its problems.
  • Social: This type of sidequest features roleplaying as the predominant method of resolving its problems.

Completed Sidequests
Big Game Hunter: Fluffiwuffikens
Big Game Hunter: Sewer Noodlers
The Presidium’s Blue Lady

Active Sidequests
An Invitation You Cannot Refuse
Arandmi, the leader of the Surrebec adventuring party, seeks a meeting with you. Judging by what her partymates said, you suspect she’s not the sort to take rejection well.
Length: Hour
Type: Social
Reward: The better question is whether you want to find out what might happen if you make her mad.

Big Game Hunter: Extreme Angling
Commercial fisherman in the Hilt have become skittish about something that’s recent entered their fishing grounds. Sounds like adventure calling to me!
Length: Session
Type: Adventure
Reward: Reputation; other rewards as appropriate if real threat is posed.

Big Game Hunter: Sewer Noodlers II
The merrows were a breeze; think you’re up for something a bit bigger, like skrags?
Length: Session
Type: Combat
Reward: 2,500gp per person, plus 1,000gp per skrag head presented to the Port Authority; right of salvage to anything in the skrags’ possession.

Big Game Hunter: A Visible Threat
The Palace of the Indomitable Pyroclasm seeks your assistance in tracking down and killing a “bezekira”. Whatever one of those is.
Length: Session
Type: Skill
Reward: Attachment to the maharani’s retinue as personal retainers; includes, amongst other things, honorary citizenship from the City of Brass and the ability to enter the city freely.

Cultural Assimilation 101
The tceffessam have been doing hard labor down in the Lower Dura: It’s time to check in on them.
Length: Hour to Session
Type: Social
Reward: You expect monetary compensation for checking in on your friends? For shame!

Into the Wild Blue Yonder
It takes more than just a pilot to make an airship fly: Provisions need to be procured and personnel recruited. Both tasks await you.
Length: Hour
Type: Social
Reward: S.S. Albatross officially made ready for flight.

Puttin’ on the R—…Skybridge
You have an out-standing dinner date with Valara d’Orien at the Celestial Vista. The food there is to die for. And it’s sufficiently exclusive you can probably only get in posthumously.
Length: Hour to Session
Type: Social
Reward: A night out on the town at Sharn’s most famous restaurant, complete with stories of all the trouble Dr. Flint has caused over the years.

Shipwrecks Happen in the Oddest Places
You recovered a startling number of Galifarian-vintage royal items from the merrows’ sewer-warren. Rather coincidental, don’t you think? Might be worth investigating.
Length: Hour to Session
Type: Adventure
Reward: Some answers about why you discovered so much stuff relating to late Galifarian Breland in the merrows’ possession.

We Want to Live in a Yellow Submarine(-Airship)
Kingu had a brilliant idea: Make your shiny new airship submersible! You really ought to look into that.
Length: Hour
Type: Social
Reward: Cost and time requirements to make the Albatross fly underwater. And the chance to begin construction thereof.

Oh, What Do You Do With a Dead Dra~gon, Ear~ly in the Mor~ning?
Burzam has questions for your friendly neighborhood corpse. And do you intend to do with that corpse, anyway?
Length: Session
Type: Adventure
Reward: Answers to Burzam’s question; various other potential things depending upon what you do with the corpse.

You and What Army?
Reclaiming Droaam in the name of your – and Breland’s – name will not be easy. You’ll need an army: The best place to start are those Droaamite ex-pats who reside in the Lower Dura.
Length: Hour to Session
Type: Social
Reward: The first small step towards liberating Droaam from the Daughters of Sora Kell.

View
Aftermath of the Ark, Part IV: Experience Points Do A Body Good
We're all in this for the bling and XP. And with bling down, this was only a matter of time.

The Celestium
—Surviving the Wild Astral Ride: 100xp
—Choosing to Head for Celestium Proper: 50xp
—Disarming Double-Scythe Trap: 150xp
—Meeting Cyran Refugees: 100xp
—Getting a Big Hug from Eralene: 75xp
—Breaking News of the Mourning to Them: 50xp
—Activating Nonnagron, Plot Device of the Ages: 50xp
—Chatting with Nonnagron: 50xp
—Learning the Cause of the Mourning: 100xp
—Choosing the Spesswalknig Adventure Path: 25xp

The Void of Spess
—Being Good Sports for Another Skill Challenge: 100xp
—Defeating the Voidwraith: 300xp

The Promenade
—Defeating the Woeforged Welcoming Party: 450xp
—Searching the Camp: 25xp
—Discovering Journal of Cyran Expedition: 100xp
—Discovering Journal of LoBster Expedition: 100xp
—Activating Holographic Plot Device: 50xp
—Discovering About Bolothamogg, Defiler of Minds and Twister of Flesh: 100xp
—Choosing to Investigate the Apiary: 25xp

The Apiary
—Defeating Abeil Guard Detail: 875xp
—Liberating Tceffessam Prisoners: 100xp, +2 Good Points
—Burzam Getting Strangled by Blasto: 50xp
—Creatively Stealing an Abeil Soarship: 100xp
—Going to the Palace of Harmonious Order: 50xp
—Casting Haste on the Soarship to Make It Go Faster: 50xp
—Creatively Dispatching Pursuit Craft: 200xp
—Defeating the Spire Drone: 300xp
—Enduring Wrex Being Awesome: 50xp
—Dramatically Crashing Into Throne Room: 100xp
—Defeating Queen Crazypants: 1,800xp
—Defeating Abeil Guardians: 900xp
—Looting the Bling Throne of Awesomeness: 50xp

The Aftermath
—Choosing Not to Activate the Purge: 25xp, +25 Good Points, +25 Chaos Points
—Rescuing the Cyran Remnant: 25xp, +10 Good Points, +1 Karma Point
—Rescuing the Asari Remnant: 25xp, +10 Good Points, +10 Law Points
—Burzam’s Crafting: -20 Good Points
Total: 6,600xp, 27 Good Points, 15 Chaos Points, 1 Karma Point

View
Aftermath of the Ark, Part I, Act II: Selling the Loot Pile
120,000gp for the sellable bits, folks.

Upon returning home, you make contact with your old friend Balgrim: He’s looking rather well, given he was dead not too long ago. Apparently even death won’t keep him out of the game, though, as his eyes light up when you say you’re in the market to vend a few things: He immediately wants the Bling Throne of Awesomeness, which means that news of your haul precedes you. You never thought you could see such an avaricious dwarf look heartbroken, but Balgrim does when you inform him that the Bling Throne of Awesomeness is not for sale.

It takes several weeks to process the magnitude of your loot haul, with Balgrim looking more than a little disappointed a few times as you take away choice items other than the Bling Throne of Awesomeness. After taking it all in and consulting with his network of contacts, he informs you that the best he can do for the lot of goods you’re intent to sell is 120,000gp. You do a double-take and make sure he didn’t miss a zero: That’s more money than you’ve ever seen before. And he’s sad that that’s “all” he can offer you.

Are these the plights that the rich face? If so, you can totally dig it. So, party, do you take his offer?

Retained Items Under Proposed Offer
X-205 Shootemabob [Claimed by Dr. Flint]
Relbmet’s Wrath [Claimed by Burzam]
Royal Regalia of the Cenyor’xen [Claimed by Gwynne]
War Harness of the Champion [Claimed by King]
Runestaff of power [Claimed by Gwynne]
+1 ebonsteel maul [Claimed by Burzam]
+1 geosteel halberd [Claimed by King]
+1 mithril bastard sword [Claimed by Reine]
+1 leather armor [x2;1x claimed by King, 1x claimed by Dr. Flint]
Abeil guardian arcane core [Claimed by Burzam]
Horn of good/evil [Claimed by Burzam]
Ring of arcane might [MIC p. 121; claimed by Gwynne]
Ring of the four winds [Claimed by Dr. Flint]
Ring of protection +1 [x2; 1x claimed by Burzam, 1x claimed by Dr. Flint]
Ring of sustenance [Claimed by Reine]
Soarsled [Claimed by King]
Mwk compact gunblade [x7; Claimed by Burzam]
Mwk cold iron dagger w/least crystal of fire assault [claimed by King]
Mwk shardcaster [x3; 1x claimed by King, 2x claimed by Burzam]
Mwk gundagger [x8; 2x claimed by Mara, 6x claimed by Burzam]
Mwk snipehammer [x2; Claimed by Burzam]
Mwk tactical gunblade [x4; Claimed by Burzam]
Ornate survival knife hewn from T-rex fang and dinosaur-hide sheath [Claimed by Dr. Flint]
Stylish sunglasses with black-and-yellow frames whose lens darkness adapts to ambient light [Claimed by Dr. Flint]
Dangling mithril earrings [Claimed by Mara]
Acidic fire potatomasher [x4; Claimed by Mara]
Fire potatomasher [x6; Claimed by Mara]
Frost potatomasher [x2; Claimed by Mara]
Spark potatomasher [x3; Claimed by Mara]
Tanglefoot potatomasher [x3; Claimed by Mara]
Platinum sunburst crown adorned with well-cut Siberys shards [5,000gp; claimed by Mara]
Fur-lined bomber jacket with unit patches of the 32nd “Fightin’ Shardhorns” Air Mobility Squadron [x2; 1x claimed by Burzam, 1x claimed by Dr. Flint]
Damaged compact gunblade components [x3; claimed by Burzam]
Damaged tactical gunblade components [x1; claimed by Burzam]
Damaged shardcaster components [x2; claimed by Burzam]
Damaged snipehammer components [x1; claimed by Burzam]
Solid platinum, 15’ tall Bling Throne of Awesomeness under shrink item effect [Claimed by Kingu]
Huge-sized full-plate with Siberys shard gilting fitted for a spire drone [Claimed by King]
Journal of Kyra Imardi, detailing life aboard the Ark and splattered with bloody
Journal of Lord of Blades’ expedition, laden with log entries, arcane discourses, and insane ramblings
A Brief Primer on Cenyor’xen Arcana, an eight volume set of tomes each a thousand pages long and written in Abeil
A transparent cage, which emanates a strong Transmutation aura, containing a perfectly ordinary hamster
Corpse of Huge silver dragon, stored under gentle repose in the Terminus District of Sharn
Ydnamron, a spess-airship of very ancient design
Kwah’nobe, a folding boat powered by a bound elemental

Vended Items Under Proposed Offer
+2 Huge ranseur [x2]
Mwk cold iron spear w/least crystal of cold assault [x6]
Mwk heavy repeating crossbow w/least crystal of acid assault [x4]
Mwk pyrosteel heavy mace [x3]
Adamantine chainmail
Chitin breastplate
Chitin-and-leather armor [x5]
Mwk aerosteel breastplate [x2]
Mwk cryosteel chain shirt [x2]
Mwk geosteel full-plate
Mwk Siberys shard-gilt buckler
Abeil guardian arcane core
Aureon’s spellshard
Celestial urmine cloak
Cloak of comfort +1
Feather fall token [x4]
Ring of fire divergence
Soarsled [x2]
Potion of darkvision
Potion of remove fear
Scroll of cure serious wounds
Scroll of regenerate
Mithril signet ring bearing the coat-of-arms of the Apiary of the Harmonious Order
Fire opal ring with a mithril band
Hardened chitin helmet with inert holographic interface [x2]
Borken and inoperative arcane matrix
Broken suit of ornate, platinum-filigreed mithril full-plate, sized for a Large quadraped
Full-length mirror with a viewing surface composed of elemental water
Huge-sized tapestry of abeils and uplifted races guarding shackled demons, with the texture and appearance of a mosaic fresco
Wall scroll featuring a permanent silent image of seemingly random colors that reveal a watercolored portrait of a creature like Blasto when looked at from the right angle
Black-and-red chess-style game board that, when opened, produces round holographic game pieces that can be interacted with
Bottle of Aerklanholde whiskey, 873 A.K. vintage
Twenty-Seven Salutes: Social Mores and You, a book on social etiquette in the Arcanium, written in Daelkyr
Homes Away from Home: Dealing with Uplifting Sickness, a book about coping with becoming a tceffessam and written in Abeil; dog-eared is a page urging readers not to panic and encouraging them to try “towel therapy"

View
Aftermath of the Ark, Part III: The Long-Term Investment Credit
Any game in which the PCs aren't given the chance to be ennobled is just failing at life.

Upon your return to Eberron and subsequent debriefing by the King’s Citadel, you are made aware that His Majesty, King Boranel, wishes to extend his personal thanks for the services you have rendered to the Brelish crown both in rooting out the Austasia impersonator in the court of Luken ir’Clarn and for venturing to the Ark. (Mara almost does a spit-take at what happened at Luken’s place having reached the ears of the Brelish crown.) As was promised by the King’s Citadel, non-monetary compensation is offered to you. individually, in ascension to a title of nobility, property, or other appropriate sinecure. A charter of incorporation is also granted to your adventuring company, granting it certain privileges enshrined in the Code of Galifar and reaffirmed by the Thronehold Accords and, thus, are which international in their scope. (The principal of which is the power to request adjudication of criminal proceedings against the adventuring company’s members by House Deneith or other, comparable international organization with judicial powers.) In order for it to take effect, you will have to come up with a name for your merry band.

On individual rewards, below is a buffet of options immediately offered by the King’s Citadel: Every option is capable of providing the PCs with approximately the same annual income, which is sufficient to support a comfortable, if not lavish, existence for the duration of the holding of the property or sinecure. (With a default assumption, with titles and offices, that such will run until the PC chooses to leave the post or dies, whichever comes first.) This income is not a quantified player resource: It is more fluffy reward for a job well-done on behalf of the Brelish crown in returning with what you did from spess. Additionally, additional perks are available depending upon whether a title or property are acquired: PCs opting to assume a title or office qualify to be elected to the Brelish House of Lords, while those opting to claim property are qualified for election to the House of Freeholders. Selecting either qualifies PCs to vote in Brelish elections.

The list below is by no means exhaustive and the Brelish crown is willing to make a good faith, if low-key, effort to make other arrangements as desired by the party. Such arrangements must, however, roughly conform in their scope and be within the Brelish crown’s ability to grant.

Titles & Offices:
Chancellor of Ivymoor Academy
Have you ever wanted to run a school? Well, this is your chance! Nestled on a well-manicured campus in the Mithril Towers, this exclusive all-girls finishing school is one of the preferred educational establishments of Sharn’s rich and powerful and its head office is vacant. The role of its Chancellor is what the officeholder makes of it: Traditionally, it has been treated as a sinecure meted out to one of the students’ parents, with day-to-day operations being the domain of a Headmistress selected by the faculty. The Academy’s articles of incorporation from the Crown, however, give the Chancellor – as the King’s duly-appointed representative – broad powers to structure the school’s administration as he or she sees fit.

Chief Sanitation Officer for the City of Galethspyre
Ever wonder who keeps the excrement that leaves your body from stinking up the city? Who tends to the sewers and takes out the trash? Well, that falls to the brave men and women of the city’s Sanitation Department, and hopefully you, as their leader. The job is really a breeze: The chief sanitation officer seems to change every other day, so the bureaucracy is quite good at keeping the lights on without much attention from its nominal boss. It’s a win-win for both the chief sanitation officer and the rest of the Department, as it makes this sinecure virtually demandless on officeholders while giving maximal autonomy to the Department’s worker bees.

Chief Sanitation Officer for the City of Sharn
It’s like being the Chief Sanitation Officer in Galethspyre, except you’re expected to actively patrol the sewers and contend with things like giant sewer crocodiles, aberrant plant monsters, and the occasional eldritch abomination some wizard thought was a good idea to flush down the toilet. A normal day at the office, really, for the sinecure-holding adventurer who wants something more out of life.

Governor-General of Graywall
It’s good to be king! Sort of. Until 986, the governor-general of Graywall was the most powerful Brelish political position outside of Wroat, being the de facto sovereign of all lands west of the Graywall Mountains. (What are, today, the Shadow Marches and Droamm.) With the overthrowing of the Crown’s colonial regime in Droamm and the recognition of the independence of the Shadow Marches, the title has been without a holder for more than a decade. The Crown is prepared to recognize the sovereignty of any polity created by a bearer of this title on lands that were once Brelish beyond the Graywall Mountains, as well as offer protectorate status to it.

His Majesty’s Magistrate of Laws at Large
Have you ever yearned to mete out justice to those that transgress against the laws of the land? Or what you think the laws of the land are? Perhaps you would be interested in an appointment as one of His Majesty’s justices of the peace, empowered to roam the land and attend to any and all breaches of the law you can find? It’s the ultimate sinecure for those who’re interested in making their own schedules in life: Or, for that matter, if you’ve always wanted to see those filthy lawbreakers properly punished.

Honorary Knight-Captain of the Ursine Guards
Have you ever wanted your very own warbear? Do you yearn to be called “sir” without enduring the privations of barracks life? Well then, this is the appointment with the Greens and Irons is for you! A billet in the Honor Guard of the Royal Bear Guards is provided with this title, as is a knighting into the Order of the Ursus bequeathed to grant you noble station consummate to your privileged place of leadership. And, of course, the obligatory magebred brown bear: Can’t very well have a bear cavalier without a proper mount, can you?

Inspector General of the Terminus District
Terminus is the great entry-point of Sharn: While House Orien’s lightning rail station is beyond the reach of the Brelish crown’s customs enforcement powers, the adjoining warehouse district is not. His Majesty requires someone who maintains cordial relations with House Orien to oversee his customs enforcers in the warehouse district in the Terminus District. “Oversee” is, of course, a relative term: Most of the time, inspectors general are absent. Or on the take. Or both.

Viscount of Baranthia
The Viscounty of Baranthia was, once upon a time, one of the most prosperous and prestigious noble incorporations in all of Breland: Sitting atop the major east-west trade road and well-endowed with mineral resources streaming out of the Howling Peaks, it was well-positioned to maintain its preeminence for the foreseeable future. The fortunes of the Viscounts of Baranthia began to wane in the late 950s, when the long discussed lightning rail line between Revan and Dragonroost finally broke ground; in the 960s, their position eroded into oblivion as ex-Deneith goblinoid mercenaries moved into the mountains and began organizing the tribes, whose raids first shut down access to the lucrative mines of the Howling Peaks and then which descended out of the foothills into the wider Viscounty. The final shoe fell in 972, when the last Viscount of Baranthia fell during the Disaster at the Marguul Pass. The raiders took the initiative and banded together to lay siege to the bloodied, exhausted, and grieving forces at Baran’s Keep: The resulting bloodbath resulted in the abandonment of much of the Viscounty to the monsters and raiders which may descend from the mountains.

His Majesty will honor any and all gains made by those who take-up the vacant title in restoring the defunct polity, though such is not required to receive the benefit of ennobling it offers.

Estates:
Lair of the Urban Sophisticate
A cozy one bedroom, one bathroom loft located in the heights of the Oak Towers District in Sharn’s Upper Northedge ward. The perfect nook for those seeking a chic but low-key existence, with a great view of the district’s Aereni-influenced architectural flavor. Not recommended for those who are uncomfortable with elves or their religious practices: Previous owner was and all of his remains have not yet been recovered.

Abode of the Nouveau Rich
This small two bedroom, two bathroom townhouse in the Crystal Bridge district in Sharn’s Upper Northedge ward is ideal for the newly arrived on Sharn’s social scene. Residing in one of the most prestigious districts in the city, you can’t help but become the talk of the gossip circuit: You’d best hope that you only remain the talk of the gossip circuit, however, for the well-established families of Crystal Bridge and their extensive private security forces do not take kindly to the peace and quiet of the district being violated. The previous owner, and his connections to the Boromar Clan, discovered that the hard way.

A Bargain-Hunter’s Delight
This well-manicured eight bedroom, five bathroom mansion seems strangely out of place in the Highwater District of the Upper Dura ward: It took not-insubstantial amounts of resources to build, and maintain, the intricate stonework and handsome landscaping, and that sort of money usually is not found in the drab Upper Dura. The previous owner, however, could not afford even a quarter of this in a more prestigious district, which allowed him to build bigger than he otherwise would’ve given the cheapness of the Highwater District. Alas, his penny-pinching led him to pick a fight with a siege crab over a loose platinum piece. You can guess how the rest of the story ends.

Real Estate Development for Dummies
The recent ravaging of the Lower Dura ward in Sharn has led to a massive increase in bankruptcies and other forms of receivership, with the Crown coming into possession of sizable chunks of prime real estate. The Crown is prepared to offer you the title to a city block in the district of Callestan that was utterly destroyed by the fires and fighting that rocked the ward. What you do with it is up to you, so long as its property taxes are paid on time.

The Fate of Fort Yarith
In 901 A.K., Queen Wroann ordered that Yarith Island, a 127-acre plot of land in the Dagger River north of Sharn, be fortified as part of Breland’s first round of defensive entrenchment began as the War of Galifarian Succession became evermore intractable. The small strongpoint was completed in 904, with modernizations subsequently in 932 and 957. In 981, with another round of modernization badly being needed, the Brelish crown opted to abandon the position in light of no serious threat emanating from upriver. For the past seventeen years the fortress has been allowed to decay, though most of its structures remain intact if not in top condition.

Something of a fixer-upper, but a perfect abode for the martially minded. Or the paranoid sort who want 30’ tall walls, but do not want to look paranoid.

Galathmoor Manor
Over the years, the term “estate” has been diluted horribly: It has come to mean things like a broom closet in an exclusive area of Sharn or a decrepit fort in the middle of nowhere. No, what real men want is a genuine estate: A palatial manor, with hundreds of acres of adjoining farmland tended by serfs bound to the land and their landlord’s whims! Alas, as serfdom was abolished centuries ago, you’ll have to suffer merely having the manor and hundreds of acres of cultivated adjoining farmland.
Located on the placid southern shores of Lake Silver, this estate was once the hereditary property of the Duke of Shavalant: Alas, the latest Duke ran off to Sharn and got himself into a fair bit of debt and, with property taxes due, was forced to either forfeit his hereditary title or the estate. Luckily for you, he chose to keep his title.

The Land Grant to End All Land Grants
Obviously, some adventurers want to build a kingdom with their own two hands. Alas, the geopolitics of Khorvaire make that rather hard. The Kingdom of Breland is willing to meet you halfway, though, with as many titles of nobility as you care to create for yourself, as well as a hands-off administrative posture, if you can succeed in carving a functioning polity out of the wildness of the King’s Forest.

His Majesty is willing to offer you 20,000 acres in eastern Breland, in the heart of the King’s Forest, near the Zilargo frontier. To do with what you will and build what shall be built.

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Aftermath of the Ark, Part II: PLOT FOR THE PLOT THRONE!
In which Kingu is awesome, you gain a hitchhiker, and the enomority of your task should you eschew logic is present.

Race for Your Life, Party Brown!
The vile alien presence, that of Bolothamogg unleashed from its prison, caresses your minds. Terror and dread race through your thoughts, for who only knows what horrors are in store for you after having seen what the Defiler had done to both the woeforged and the abeils of the Apiary. And that had been when the Sealed Evil in a Can had actually been sealed away!

“YES, MY PETS. I AM FREE. AT LONG LAST, THE SHACKLES OF THE COAUTLS HAVE BEEN SUNDERED, AND NOW—“

Bolothamogg’s horrific bellowing in your own mind is cut-off by a scream of agony that would make you double over in pain for its wretchedness, but for that it was happening to such a nice Elder Evil. A cacophonous whooshing sound reverberates and the ceiling of the Throne Room is ripped off of the palace! A maelstrom of almost unimaginable fury roars above you, and in the distance you can see buildings alternately being ripped out of the ground or splintering under the seismic activity that rumbles beneath you. You and your allies frantically sprint down the rampways that lead to the Ydnamron, dodging pieces of aerial detritus from the palace collapsing around, arriving on the deck of the Ydnamron as the great crystalline pathways collapse behind you.

Once aboard, Nidrom, Harolizat, and Surrag make their way to the bridge of the amazing airship: A few moments after they’ve disappeared, two great wing-sails deploy from the rear flanks of the ship and its propulsion system hums to life, surging forward as the hanger in which it resided comes raining down around it. And you! You hang on for dear life as the cumbersome craft bounces hither and yon, weaving furiously to escape the imploding palace, before at long last you escape with your life, but not your shorts, intact.

The world you see before is markedly…smaller, with the horizon eerily closer than it was when you entered the Palace of Harmonious Order. Which, you realize, is not your eyes fooling you: It really is closer, for the cavern that houses the Apiary is rapidly collapsing in on itself, with the magic that produced the extradimensional pocket in which the Apiary existed having been destroyed by the death of Queen Sitris’Aniram. And into this whirling maelstrom of collapsing skylines and Siberys shard whirlwinds your skyship turns, with the tceffessam apparently grimly determined to see through your plan to the bitter end.

Clearly, this isn’t going to be your day. Your stomach concurs, as the buffeting winds and shrapnel-filled plumes of debris force you to take cover as the ship makes its way to the Citadel of Everflowing Aerophonia. As you approach it, you first notice that a gargantuan purple crystal floats above a Siberys shard ziggurat: As you get closer, the crystal has been cleaved in half, the upper half atomized into an orbiting debris field and the lower half boasting several deeper fishers. Judging by the damage to it, and the increasingly unstable wind effects, the asari succeeded.

“WHAT IS THIS? MORE INSECTS COME, INTENT TO RUIN EVERYTHING? TO MY THRALLS? EXCELLENT!”

A voice warbles and taunts in your mind as you into orbit over the shattered roof of the Citadel. It is not Bolothamogg: Your mind is not being fondled by an evil beyond description. You look around for where the telepathic voice could be coming from, when suddenly hear rumbling below you and find yourself staring eye-to-eye with what looks like the biggest three-eyed catfish your nightmares could produce as it emerges from the rubble of the Citadel. It is at least fifty feet long, with four menacing tentacles flaying and, just to make it even worse, it’s flying.

“I AM TERRIDAS, TAINTER OF THE STARS, AND RULER OF THIS PLACE. BOW DOWN BEFORE YOUR NEW MAS—“

The deck of the Ydnamron bucks and rolls as Nidrom frantically wheels the airship out of the path of a gargantuan Siberys shard hurtling towards. Terridas is not so lucky, with the shard impaling it from the right and proceeding to burst through the center of its head, obliterating all of its eyes as it passed through in an explosion of gore and gray matter. The space horror fish rolls over mid-air and then hurtles earthward, with its brain having been blown out of its head. Even over the winds and distance, you can hear the titanic crash of eighty tons of flying fish hitting the ground.

With the immediate threat eliminated, all eyes turn back to the roof of the Citadel. You see at least a dozen blue humanoids with static head-tentacles: None are moving and most are in rather oddly contorted positions. But then, climbing out from some of the rubble, you see a live one! And then another! In all, nine emerge: Three are the deep blue color of the contorted corpses, but the other six are pale green and seemingly ooze-covered. From the whoops of Pehsemmef, you know you’ve found the survivors your looking for: A rope is tossed overboard and they’re helped aboard. Just in time, too, for the segment of extradimensional space the Citadel resided in gives out soon after and the entire ziggurat collapse in on itself.

With what survives you can find, Nidrom turns the ship around and accelerates towards the ever-shrinking exit to the Apiary. The effects of the out-gassing are sufficiently severe that you take shelter below-deck and watch through portholes the remnants of buildings and bodies being tossed around. Suddenly, out in the distance, something eerily familiar becomes visible: The armored spire drone from earlier, its blood still dulling its other gleaming full-plate! Kingu, not one to let his trophy get away again, ties a rope to his longspear to improvise a harpoon: Then, proving he’s absolutely batshit insane, goes up on deck. Braving shrapnel and an ever-thinning atmosphere in the name of awesome, he sights his mark and ties the other end of his harpoon’s rope to a bolted down object on the deck. Then proceeds to HURL himself towards the bee’s corpse! Using the power of hotblood and a little arcane magic, he manages to fight his way out to it and firmly secure the harpoon. Then proceeding to drag the thing – and himself – back to the airship, using the power of his hotblooded anger. All the while getting towed behind the Ydnamron as it tumbled and rolled through the closing mouth to the Apiary!

Adrenaline pumping, stomachs churning, certain death at hand…and then nothing. The horrible buffeting of wind disappears. The terrible grinding of shrapnel cutting into the hull and the equally terrible splintering of internal support beams gone. A kind of idle peace: Popping the hatches, you find yourself floating in spess, in all of its majesty and horror. Behind you the once panoramic doorway to spess from the Apiary violently shuts and a large segment of the Siberys shard into which the Ark has been built glows white-rod with radiance, as a vast amount of magical energy is set loose by the sealing of the Apiary. And then you see the King of the Talenta Plains, pulling himself aboard the Ydnamron astride his trophy giant spess bee.

She Likes the Sight of Humans On Their Knees
As your exuberance about survival fades, you are forced to undertake the rather necessary job of inspecting the ship and conducting damage control. While the outside of the ship bears a passing resemblance to those in Khorvaire, its interior is like nothing you’ve ever seen: It is everything from the inside of the Ark writ large, with arcane holographic interfaces for seemingly every function, from simply opening doors to the most impressive navigational table you have ever seen. Even the tceffessam seem somewhat overawed by it all.

“Welcome, tceffessam. I have been waiting for you for weeks: I had feared that the worst had come.”

You whip your heads around in the direction that female voice originated from, only to discover a pale blue floating humanoid head. You can’t help but wonder aloud just what it is.

“I am Keeper Ediaranth: Once, long ago, it was my task tend to the Apiary of Harmonious Order. But that was sufficiently long ago that I have lost count myself. As my mortal body withered, I uploaded my mind into the Ydnamron: To watch, and wait, for the dreaded day that this vessel would be needed.”

It’s hard to tell what’s more impressive: That the ship is, for lack of a better work, talking to you or that it claims to be as old as the Ark itself. She – it’s fitting that the ship has the mind of a female, isn’t it? – takes it all surprisingly well, even congratulating you as Nonnagron did for simply making it to the Ark, let alone stabbing Queen Crazypants in the face.

“What you have just witnessed was one of the final safeguards the Creators built into the Ark. The hive-mind of the Apiary of the Harmonious Order was shaped by its queen, and done so through a complex system of arcane amplifiers within her throne room, and it was bound to providing the focus necessary to maintain the magics that carved out the Apiary and which bound Bolothamogg. The amplifiers were constructed in such way that were she ever killed within that throne room, they would self-destruct, on the assumption that if the Queen of the Harmonious Order had been slain, it had been at the behest of the Defiler, and with its shattering, the collapse of the Apiary to ensure the deaths of all the Defiler’s thralls. Using the wreckage of the Apiary as a feedstock, an automated protocol would be engaged to patch any and all primary containment breaches.”

You cannot help but look askance at being told that killing the head honcho of the Elder Evil’s prison guards tore down the final barrier necessary to free it. Or, for that matter, that such a contingency had been planned for in the first place.

“While we are fairly off the beaten path of operating protocols, at this juncture I would implore you to activate the Purge. If we have been sufficiently compromised that the Apiary had to be destroyed, then no hope remains of restoring any kind of true shackling of the Defiler. It will only be a matter of time before he eats through the patches to primary containment which have been applied. Initial reports indicate that the Purge trigger is ready for initiation and arcanocapacitors ready with sufficient power to initiate the Purge.”

You can’t help but curl your nose at that option, knowing that an unknown but a rather large population of innocents exist in the outer ring that would be killed by activating the Purge. Ediaranth sighs exasperatedly and despondently.

“This no time for mindless sentimentality. What is most important is tha—inbound teleportation detected on the top-deck. Odd. Shouldn’t even be able to do that within the dimensional oscillatory shield. Assuming it’s still online. Please tell me it’s online.”

You don’t answer her question, partially because you’re not even sure what she’s talking about, and partially because someone’s outside in spess, presumably without a vac-suit. Racing topside, you do indeed find someone on the deck: A striking young and green-skinned humanoid woman with serpentine features and long, dark hair. She is also naked. And possesses large nail holes in her wrist, elbow, shoulder, ankle, and knee joints, as well as the joints where the femur meets the pelvis, with blood oozing onto the deck.

And, oh yes, she’s not choking vacuum. Or having her blood boil off. Either everyone’s been lying to you and spess really isn’t that bad of a place or the Ydnamron is sheathed in some kind of magical air envelope, so that you can be out and about on the top-deck without a vac-suit. You think it’s the latter.

A Chat With Cthulhu’s Jailer
After having firmly secured the King’s prize, had a chat with the sentience older than your civilization that inhabits the ship, and attended to your hitchhiker as best as you can (whose wounds won’t close, despite Gwynne’s most ardent attempts to pump her full of positive energy), you tend to the important task before you: Repairing the internal teleportation system, so that you can evacuate the Cyrans to somewhere safer. A process which, in rather anticlimactic style, takes all of then minutes to get running: It’s more than made up for by seeing Oagen reunited with his little girl and the tearful revelation that they are indeed going home.

Also the look on Dr. Flint’s face when you reveal the adventure you’ve been on: He’s been chatting with Nonnagron’s animated statute since you left, but apparently it didn’t bother mentioning the Sealed Evil in a Can. Indiana Hyena really, really wishes you hadn’t mentioned it either. The process of moving the Cyrans and their surprisingly copious supplies from the Celestium takes several hours, as does it take several more to get them settled into the rather robust quarters which are available within the bowels of the Ydnamron. After its conclusion, Dr. Flint and Oagen tag each other, with the former officially rejoining the party proper.

While the Cyrans are getting settled, you receive a call from an old holographic friend: Mithril Man, who Ediaranth informs you is Forgemaster Delthan, the man who you have heard so much about. It’s a good thing that Oagen’s no longer in the party, or else he’d’ve tried to stab Delthan through the holographic projector, as it was on Delthan’s orders most of the Cyrans were killed. When you broach the subject, Delthan shrugs.

“I did what I must to protect the Ark: Following the detection of what occurred on your ‘Day of Mourning’, I knew Bolothamogg would sense a disturbance and discover those Lower Worlders. I also know that he would break them and use them as tools to further his own escape. Purging them and destroying the umbilicals should have been – and was! – sufficient for the problem at hand until those constructs came through a year-and-a-half later. And you saw what Bolothamogg did to them.”

You ask what his opinion of the situation is: You had never thought you see a construct made of mithril smirk bemusedly at you, but today’s just been one of those days, hasn’t it?

“Do you know why the Ark still exists? Why I did not activate the Purge when the Queen of Harmonious Order proved to be an inept buffoon incapable of doing even the most of basic of tasks assigned to her? When Ranoe’s precious pets escaped their cages and overran the Arborium? When the illithids infested the Creators’ quarters in the Arcanium? Because that was never my decision to make: It was the decision of Nonnagron himself that the Ark’s mission of preservation was more important than its role as a prison. The Purge can only be activated by a Lower Worlder who has been authorized to do such, by having seen Ranoe’s welcome message at one of her precious obelisks.”

The tceffessam look rather confused: They, apparently, were under the impression they could blow it up themselves if push came to shove. Delthan laughs haughtily at their ignorance, and makes no bones of commenting on it. You angrily note that they’re just as sentient as he Delthan is, and that is why you have issues with blowing up the Ark: Because the outer ring is full of innocents, who don’t deserve a terribly death.

This just makes him laugh even harder.

“I had forgotten what it was like to interact with servitor races: It has been so long since they actually came to the Celestial Foundry for the purposes of chatting rather than attempting to breach the bulwarks. Were it up to me, the Ark would be remembered as nothing more than an odd celestial phenomenon tens of millennia ago. The Purge is the smartest, safest, and most logical course of action for the safety of all being on Eberron.”

He pauses and purses his lips. It seems talking has gotten him thinking about something profound. He sighs wearily.

“For too long have I and my kin been forced to subsist on all but the narrowest of advantages. But one slip-up and we, the final bastion of the Creators, would fall. We have had no margin-of-error or room for seemingly wasteful compassion. But however dim the memory has become, I do remember what it was to be a man. To hope against hope and search for a way out even when logic commends you accept your fate.

“There is nothing I can do to save the Ark. The patch to primary containment will hold for a short period of time: A few decades, maybe half-a-century if we are lucky. When Bolothamogg cracks it, there will be no army ready to face him and the monsters he will spawn to accelerate his escape. He will dominate all sentience aboard the Ark beyond the Foundry, throw them against us, and we shall be overrun. And with that done, he need just deactivate the oscillatory engine and teleport back to Eberron.”

“If, to save a few million souls, you are willing to risk the life, freedom, and even very existence of independent thought on Eberron, then all hope is not lost: The Ark, despite 40,000 years of trouble, can still be repaired. But it will an effort that is herculean even by the standards of the Creators: Its scale is something that, I suspect, you cannot begin to comprehend.”

Checklist of What Must Be Gathered and Done to Fix the Ark
Manpower
Under the original division of labor which was installed by the titans, the Celestial Forge was tasked with propagating the magics that kept the Ark intact and operational while the Apiary was tasked with the physical upkeep of the Ark and preservation of good order in the areas which the titans had once occupied. Soon after the final titan took its leave of the Ark, however, the system began to break down due to a falling out between the Forgemaster of the Celestial Foundry and the Queens of the Harmonious Order: This falling out, and subsequent compromising of the basic division of labor, led to ever-greater inefficiencies as the Apiary struggled to maintain the exotic arcana which enabled it to exist while the Celestial Foundry struggled to maintain some semblance of order in the outer ring. With the Apiary now gone entirely and the Celestial Foundry’s scarce resources stretched to the breaking point merely to hold onto what it already does, there is no source of manpower available to begin actual repairs of the Ark. You will need to recruit and mobilize three broad classes of individuals in order to restore the Ark:
1) Low-skilled laborers. The task of restoring the Ark will be daunting: It will require the mobilization of a veritable army of thousands of laborers in order to do in any kind of timely manner. Thousands of laborers who will necessitate hundreds of support personnel, to guarantee that they are fed, housed, and properly equipped for the job at hand. And all of this will have to be done in a place 22,000 miles from the planet’s surface.

2) Highly skilled laborers. The Ark is, without question, the most complex eldritch machine ever encountered by the peoples of Khorvaire. The system crafted to do something as simple as maintain a consistent and pleasant temperature throughout a given section of the station is as complex as a creation forge: The mind reels simply trying to imagine the kinds of artifice required to maintain a stable orbit, operate the dimensional oscillation engine, or keep Bolothamogg imprisoned. In addition to a veritable army of worker bees, you will need a legion of arcanely inclined foremen to supervise the teeming masses of laborers, artificers and magewrights to operate arcanely powered heavy equipment, and men willing to develop entire new fields of endeavor, such as mastering spesswalking and arcane operations in the Ring of Siberys. You will also need skilled administrators and bureaucrats to keep a project of this size and scale moving forward.

3) Academics and bureaucrats. It is not simply enough to put an army of laborers at the behest of the Forgemaster: The cultural and technical gaps are too great for such an arrangement to work. You will need to mobilize a sizable intellectual contingent, to process the demands made by the Forgemaster, facilitate the requisite knowledge transfer to make it happen, and to transmit all necessary lessons learned by to Khorvaire. A task the magnitude of the Ark’s restoration will require nothing less than creating several new academic disciplines and pushing exponentially beyond the limits of what was thought possible with current arcana in a half-dozen more: You will need to ensure that you have the brain trust ready to not only rise to the challenge, but do it with aplomb and make sure that those expanded horizons are put to use.

4) Garrison forces. As the party discovered, the Apiary was awash in heavy weaponry and formidable military force. Much of it was devoted to containing Bolothamogg and the horrible creatures that it crafted and animated from Siberys shards and then sent marching against the city. Such a garrison would, in due time, need to be reconstituted to keep a weather eye on the Elder Evil Sealed in a Can. You will also need to recruit and develop a sizable military apparatus if you are to ever hope to retake the Arcanium and evict its mindflayer overlords, or bring order to the death jungles of the Arborium.

Raw Materials
Forty-thousand years ago, the Ark was built in situ using predominantly Conjuration(creation) magics, with raw Siberys shards from the Ring being transmuted directly into arcane energy and then used to power true creation and greater fabricate spells on a truly colossal scale. While the needs of the moment are not nearly as great, the resource stockpiles of the Ark are grossly inadequate to handle the backlog of repairs and deferred basic maintenance which currently exists. Large infusions of four categories of resources are required to restore the Ark:
1) Quality stone and iron. Much of the Ark’s is constructed of alchemically treated and arcanely reinforced stone or steel, which will be required in voluminous quantities to repair the damage done to the Promenade and the outer ring by millennia of bare minimal maintenance and more recent events. Delthan furnishes you with a mineralogical survey of several locations where quarrying stone of sufficient strength can be obtained, as well as the specifications to which steel must be prepared to.

2) Precious industrial metals. The Ark’s critical systems, related to the upkeep of what’s left of Bolothamogg’s prison, upkeep of the Ark’s libraries of the Giants’ knowledge, and maintenance of proper orbit, have been overdue for overhauls. The situation has degenerated to the point that nothing less than full rebuilds of most of those systems will be required, and necessary to do that will be adamantium, mithril, and a basket of other planar minerals you have never heard of before. Delthan provides you with a mineralogical survey of several locations where these metals can be found in the quantities required.

3) Organic materials. For all of its wondrous and gleaming artifice, the Ark is still in no small part reliant upon plants for day-to-day operations: The organic material they produce is used in myriad applications across the Ark, ranging from emergency patching materials to maintain the structural integrity of the outer ring to being the basis for the fibrous arcane cabling that transfers energy throughout the Ark and, given the extent of the accumulated damage to the Ark, massive quantities of such will be needed. A small botanical encyclopedia is supplied to you of useful plants and, more broadly, useful traits known to be possessed by plants.

4) Portable magic. Many of the Ark’s systems were built to utilize combined-cycle arcane power sources, drawing some of their power from absorbing the ambience of the Ark’s central Siberys shard while, concurrently, drawing power from the direct transmutation of shard reservoirs into magic. The Celestial Foundry’s shard reservoirs have all but depleted themselves: Alternative sources and mechanisms for solid magical fuel will be required to keep the systems which rely on portable magic online.

Arcana
Magic is the lifeblood of the Ark: It is what keeps the station where it is and keeps its prisoner bound, ever so tenuously.
1) Little magic. Around every corner of the Ark lays some kind of magical effect: From its usage of holographic interfaces to its omnitool security protocols, the Ark is replete the arcane. Much of its functionality has worn thin, however, due to failures by both the Celestial Foundry and Apiary to ensure basic upkeep was done on the infrastructure that supports it. This is the sort of work, keeping ambient magical effects operative and in the best possible condition under their usage circumstances, that is the bread-and-butter of major urban areas in Khorvaire: A corps of artificers and magewrights adept at such preservation of ambient magical effects will be required to return the Ark to its former glory.

2) Big magic. As the millennia have worn on, the Ark has faced an ever greater magical energy crunch: Because of the falling out between the Apiary and the Celestial Foundry has much of the power collection apparatus to ossify and breakdown due to lack of maintenance. The available power resources for the Ark have dwindled to the point that there is only enough to maintain its most essential systems for maintaining orbit and the most critical of the station’s defensive protocols: Worse still, the immense periods of exposure to the hostile medium of spess have corroded and warped most of the radiance collectors that power the Ark, meaning simple repair is no longer an option and that replacement is necessary, and there simply no way to replace the ruined collectors needed in a timely manner given the slew of other, more pressing repairs that need to be made. What is required is a power source capable of producing the combined output of the lost radiance collectors: Delthan thinks he could design such a thing, but would need to find someone with a large enough and sophisticated enough magical base to build it. He scoffs at anyone in Khorvaire being able to do it: He requires something with an output of four-hundred megavances – with a vance equaling one-sixth of a spell-level per second of magical output – and the largest such output humanity has ever achieved was approximately ninety kilovances, out of the oscillatory engine which inadvertently triggered the Mourning. You’re going to have to enlist the help of someone with far, far more power. While Delthan knows nothing of Eberron’s evolution for the past 40,000 years, he can think of at least one player who could do what he requires: Argonnessen.

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