In Barsaive, magic, like many things in nature, goes through cycles. As the magic level rises, it allows alien creatures called Horrors to cross from their distant, otherworldly dimension into our own. The Horrors come in an almost infinite variety—from simple eating machines that devour all they encounter, to incredibly intelligent and cunning foes that feed off the negative emotions they inspire in their prey.


In the distant past of Earthdawn's setting, an elf scholar discovered that the time of the Horrors was approaching, and founded the Eternal Library in order to discover a way to defeat them — or at the very least, survive them. The community that grew up around the library developed wards and protections against the Horrors, which they traded to other lands and eventually became the powerful Theran Empire, an extremely magically advanced civilization and the main antagonist of the Earthdawn setting.


The peoples of the world built kaers, underground towns and cities, which they sealed with the Theran wards to wait out the time of the Horrors, which was called the Scourge. Theran wizards and politicians warned many of the outlying nations around Thera of the coming of the Horrors, offering the protection of the kaers to those who would pledge their loyalty to the Empire. Most of these nations agreed at first though some became unwilling to fulfill their end of the bargain after the end of the Scourge, wanting to have nothing to do with the bureaucratic nation run on political conflict and powered by slavery. After four hundred years of hiding, the Scourge ended, and the people emerged to a world changed by the Horrors. The player characters explore this new world, discovering lost secrets of the past, and fighting Horrors that remain.


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General Summary

After spotting the Ghosts floating around the fort the party fall back to the bridge connecting the fort to the shore, there they spot that a ship as entered the river fork and several boats are surounding the fort.

Hauflin recognises the ships flag as being that of House Ishkarat.

They are hailed by the T'skrang ship captain who requests Bakshevas for crossing his river, after some haggling the party reluctantly agrees to pay him 125 gp, they part on friendly terms.

Reluctant to head back into the fort past the ghosts the party explore the rest of the island looking for another way into the cellar of the fortress. They eventually find an underwater tunnel but only two of the party can swim, growing bored with their debating Hauflin summons a giant squid and has it drag the party through the tunnels into the Fortress dungeon.

Inside the underground chambers they come across several traps that Giltris disarms and in the central chamber a large glowing crystal that Giltris and Hauflin become entranced by, quick action by Astra prevents Hauflin from touching the Gem but Ragnaross attempt to tackle Giltris misses the nimble Elf and she touches the Crystal. As soon as she does the Crystal shatters and Giltris falls to the floor. Hauflin finds a round Gem that was apparently at the heart of the large crystal, when he grabs it he finds himself mentally speaking with Giltris. Astra eventually works out that reuniting the Gem with Giltris body will allow her to regain control of it. It seems that the Crystal was a Soul Catcher that was malfunctioning due to age.

Giltris's problem solved for the time being the party continue exploring the chambers below Fort Eidolon, eventually Astra spots fresh footprints that lead to a small study where it seems someone removed something from a hidden compartment behind a bookcase.

In another room they meet the ghost of Raithriel the Forts elf commander, speaking with her they find out that the ghost are here because they where cursed by House Ishkarat during the war, she agrees to tell the party what Leldrin took and where he is headed next if they release the curse.

There are two ways to release the curse.
1) An honest prayer by a member of House Ishkarat to Mynbruje to break the curse.
2) Spill the hearts blood of a good son of House Ishkarat on the steps of the throne in the chambers under Fort Eidolon.

The party remembering the captain they met earlier and unwilling to murder a good person decide to speak to him and convince him to pray to lift the curse.

They manage to convince him by pointing out that with the ghost gone House Ishkarat could rebuild the fort here and gain greater control of this section of the The Serpent River.

The curse lifted Raithriel holds up her end of the deal and reveals that Leldrin took the Tome of Protector Gelluinir Thilion, he then headed north most likely into Blood Wood, she also speculates that his ultimate destination is likely Parlinth, as the Protector Gelluinir was a powerful individual in that city aeons ago.

Missions/Quests Completed

lifted the curse trapping the spirits of the Elvish garrison in the fort.

Discovered that Leldrin came here for a book and then left for Blood Wood on his way to Parlinth

Character(s) interacted with

Raithriel
T'skrang riverboat captain

Report Date
04 Feb 2018
Primary Location
Fort Eidolon

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Metadata

Article template
Report
World
Barsaive
Chapter
Adventure Logs
Author
Halaku
Creation Date
6 Feb, 2018
Last Update
6 Feb, 2018
Visibility
Public
Views
264
Favourites
2
Comments
2

Comments

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6 Feb, 2018 19:15

It was 125 gold plus a song and dance from Ragnaros.

6 Feb, 2018 19:16

This comment was added by one of my players.

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12 Feb, 2018 19:44

Great to see adventure logs being posted! (The RPG update which Dimitris is working on now will help with this too.) Really great work - sounds like an awesome adventure! :D

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