12.6.07

Skiff Combat: Round One: Devlin

Devlin watches as the raiders board his ship. A couple of gnolls are already on the main deck, armed with bows and magical incantations.

"Attention crew of this elemental ship." One of the gnoll shouts in heavily accented common. "You are under attack by the illustrious Bomu clan of warriors! We're here to take your cargo. Cooperate and no one gets hurt."

The Bomu clan? Devlin wonders. Why would the Bomu clan choose to board a vessel so near the docking towers? These pirates are either desperate or they are working for someone. Someone who wants to get a hold of the Boromar merchandise.

Devlin quickly examined the grappling hooks Gian told him. These hooks were holding the Ravenstorm in place. There were four other pirates on soarsleds hovering over the ship.

"Damn raiders!" Devlin muttered as he quickly reaches for the helm. "Coreen should have hired a couple of extra hands."

The war wizard firmly grasped the ship's wheel of wind and water and turned it to the left. "Let's hope the ship doesn't break or Gian will kill me."

The Ravenstorm immediately responded.

It shook briefly and began to tilt to the left side. Devlin continued to hold the wheel as the crew and the raiders fumbled, trying to get their bearings. The skyship continued to tilt to the left, until Devlin lost sight of the pirates riding the soarsleds.

The snapping sounds of wood and rope were heard from a distance.

* * *

The Ravenstorm manages to stay together. Under the strain of the tilting ship, two of the four grappling lines become taut and finally snap allowing the Ravenstorm to roll to the left. The sudden maneuver catches most of the pirates off guard.

Two of the humanson soarsleds fail to avoid the airship as it rolls away and gets rammed by the larger vehicle. Both pirates get knock off their sleds and their unconscious bodies drop towards the ground.

The other two pirates on soarsleds manage to avoid the tilting of the ship but effectively lose sight of their targets.

* * *
ravenstormAs the air ship makes its roll, most of everyone on ship is taken by surprise by the sudden movement. On deck, both Gian and Rourke successfully grab unto the railings and riggings on the ship and are able to steady themselves.

Two of the gnolls on the deck are not to lucky, they slide off and fall prone on the deck. Both gnolls lose hold of their bows which falls off the ship. One of the prone gnolls manages to grab hold of the ship’s rigging slowing his drop. The other gnoll is not so lucky and follows its bow off the ship.

The gnoll leader, however, manages to grab on to the ship’s ballista and steadies himself. Angered by the unexpected escape of the ship from their trap, the gnoll makes a run towards the ship’s helm in hopes of taking control of the ship.

On the skiff, from the aft of the Ravenstorm, the gnoll sorcerer commands one of his bodyguards to bring the skiff back and near the airship. He then manages to get out of the sand bat swarm just enough for it to cast a spell causing him to vanish from the skiff and appear on the Ravenstorm's deck, just beside the gnoll leader who has reached the door leading to the ship's helm.

Skiff Combat: Round One: Rourke

"She's kinda heavy for an elf," Rourke said. He tried to lift Rothaide to her feet.

"Allow me." Gian said as he easily lifted the priestess over his shoulder.

"I suppose we'll have to hide her for the moment...?" Gian asked rhetorically.

"But we might need her help..." Rourke protested.

"She unconscious and they're just gnolls on soarsleds." Gian retorted.

"Who are trying to board a ship of this size? - They're being overly confident." Rourke reasoned out loud.

"Gnolls. Not very smart." Gian said with a grin.

"Oh...right." Rourke conceded.

Rourke had already been fumbling around his pockets.

"Still we can't be too careful." Rourke said as he pulled out an ornately carved bar of wood.

Rourke traced the arcane symbols on the schema and his figure began to dim and fade into transparency before completely disappearing.

"I'll keep incognito ‘til I'm more sure what we're dealing with, if you don't mind." Rourke's voice came from thin air.

"After you..." Rourke directed at Gian.

* * *

Though invisible, Rourke carefully made his way along the ship’s deck. The booming sound from the side of the ship caught his attention. Looking at the port side of the ship, he finds a small skiff floating just below the Ravenstorm and maneuvering towards a large crack at the cargo area.

From the ship’s railing, the warmage can make out the occupants of the skiff – a human and two gnolls. The human and one of the gnolls were likewise armed with long bows. The second gnoll was unarmored and Rourke easily identified spell component pouches on him and the scroll he presumably used.

It is this that Rourke concentrated his attention on. A few moments later, a small swarm of bats made of dust appear on the skiff and immediately attack the spellcaster, as well as the gnoll guard; eliciting surprised shouts from both gnolls.

The commotion causes the other raiders to turn towards the direction of the skiff.

1.6.07

Sixth Sense

It was all sudden, one moment she was enjoying a sip of tea and now they’ve been boarded. The crew, who were mostly men, quickly led her to her room at the bottom of the ship.

Rothaide tried to protest, but the war mage insisted she stay hidden, presumably for her own protection. Memories of her dead comrades came flashing through her mind. "I am not going to lose this crew die," she swore to herself.

Holding down on her pendant with boldrei's symbol of a lighted hearth inscribed on it she reserved a short moment of prayer.

"Gnolls." she told herself. As a devout follower of the void, Rothaide was gifted with an almost infinite sense of her environment, even places beyond her line of sight. This gift became both a blessing and a curse, for the elf was force to watch the people from her former ship to suffer and die.

Now she sensed the infiltrators board the ship. There was no doubt that she was needed upstairs, as more of the infernal creatures arrive.

Rothaide quickly stepped out of her room and made it to the stairs.

Once she reached the stairs. she saw the main deck and the infiltrators hovering in air with their sky-sleds. Each of the attackers were carrying projectile weapons.

"Mother boldrei protect us"

Grappled!

The Ravenstorm lifts off from Precarious and heads up into the sky. At the helm, Devlin navigates the ship from the Docks at the lower side of Sharn and maneuvers it towards the higher towers.

Rothaide and Rourke are both sitting in the ship's galley. The elf priestess just made a fresh pot of Verinn tea and hands a cup to the war mage. Rourke begins to read through the scrolls that Vago gave to Devlin. The war mage sips the tea and begins to formulate a strategy for the crew to get in and out of Regalport.

Suddenly, Rothaide gasps. Rourke looks up from the other side of the table and saw that the elf's eyes have turned white.

Something is wrong, Rourke thought. He knew Rothaide long enough to know that this is a sign that the Void Disciple is experiencing one of her visions.

“Roth?” Rourke asks, wary that he might disturb the elf causing her to lose her vision.

“Steady yourself.” Rothaide whispers as she grabs hold of the large table in front of her.

The war mage quickly follows the elf's warning. His hands barely touch the table when the ship suddenly gives a hard lurch. The cutlery and coffee mugs fly off in various directions and spilling their contents on the floor.

Suddenly the ship becomes still. Rourke realizes they’ve come to a dead stop. He takes a moment to check on Rothaide. The elf is now standing beside the table but still lost in her void trance.

The sound of footsteps causes the war mage to check at the galley’s entrance. From there, the figure of Gian appears.

“Are you two alright?” The artificer asks as he surveys the room. “We’re…

“… under attack” Rothaide finishes the human’s sentence before losing consciousness as her trance ends.

* * *



After making sure that Rothaide is safe and secure in the Galley, Gian and Rourke quickly make they way to the forecastle deck.

From where they’re standing, Rourke can easily make out two of the four grappling hooks that Gian told him a while ago. They looked like they were tied to the towers around the ship and held the ship in place. But it was not the hooks which caught his attention.

Three gnolls are on the forecastle deck. Two of them wearing leather armor, wielding long bows which are pointed towards the crew. The third gnoll is in a partial metal armor and wields a bastard sword.

“Attention crew of this elemental ship.” The gnoll with the bastard sword states in heavily accented common. “You are under attack by the Bomu clan! We’re here to take you’re cargo. Cooperate and no one gets hurt.”

As if to emphasize his point, a gnoll and three humans flew down from the sky. They are riding on soarsleds. - crystal platforms capable of flying within the boundaries of the city. Each of them aim their bows at the crew members.

From the side of the ship, a cracking sound can be heard and the ship buckles once again.

Pre-launch Compliactions

Devlin and Coreen stood at the deck of the Ravenstorm. The bookkeeper had just informed the half-elf that all the Boromar merchandise had been loaded and secured.

"You should have asked Popora to pay us five thousand in advance," Corren purred as she followed Devlin's gaze down at the docks. She saw the tiny form of Zonnos confidently striding out like he owned the port.

"You know this just covers our payables and debts," the bookkeeper said as she pretentiously waved goodbye at the halfling lord. "We still need to stock up on our supplies."

"I know you can stretch the leftover money for a few days," the wizard replied as he brought out a scroll from his handbag. "You're good at it."

"I'm a bookkeeper, not a miracle worker," Coreen quipped. She then noticed the scroll on Devlin's hands. "Please tell me you got a loan from the Kundarak bank."

"No," Devlin answered. He unfurled the scroll and handed it to the bookkeeper. "Something else."

Corren quickly scanned through the contents of the document. "Angela Krin d'Lyrandar?" She muttered as soon as she reached the end of the scroll.

"That's what the scroll said," the wizard muttered as Coreen handed the parchment back to him.

"Angela your cousin?" Corren asked, her eyes gleaming with curiosity. "The same Angela who was supposed to be your wife..."

"She's not my cousin," Devlin quickly defended. "She's a very very distant cousin."

"This is the same girl whom the House Lyrandar elders arranged for you up to marry?" Corren asked, trying to hide her smile. "To protect and strengthen the Lyrandar bloodline."

"It wasn't meant to be," the wizard angrily retorted.

The bookkeeper crossed her arms and leaned over the ship's railing. "Are we going to have problems going in and out of Regalport?"

Devlin scratched his chin. "That'll depend on how I deal with Angela."

Corren sighed and patted the wizard's shoulders. "Then we'll have to go there and talk to her," she answered. "You ready to go?"

Devlin looked at his assistant and nodded. "Let's go finish this job."

A Final Meeting

The loading of the containers continue well into the night. Coreen and Gian checked the transfers. As workers hauled the final crate, a skiff descended onto the landing bay.

Zonnos and a pair of his shifters emerged from the skiff. Rhe young Boromar lord and his followers boarded the Ravenstorm. They looked over the last container before heading towards Devlin.

“Lord Boromar. Is there anything I could do for you?” Devlin cordially greeted the halfling.

“I wanted to wish you good luck on your mission and tell you that I have no hard feelings.” Zonnos gave a wide smile. “I know that you are going into a dangerous situation, and I want you to know you have the support of our entire clan.”

“However,” said the Boromar lord, “Even if you fail to find my sister, or – Sovereigns forbid – you find her too late to help, you will still have an ally in our clan.”

Zonnos gave Devlin a friendly wink. “I trust I am clear in this matter?”

Four Scrolls


The Regalport Scroll

The Lhazaar Principalities is a nation of factions that vie for supremacy. Its population is primarily human, with strong gnome, half-elf and changeling presence.

Dozens of princes control land and ships in the Principalities. Ryger ir’Wynarn is the best known, since he represented the Principalities at he thronehold discussions. Ryger seeks to unite the Principalities into a true nation, but has met with strong resistance from the other lords. Prince Ryger’s flagship, Dragoneye, makes it home port at Regalport.

The Seadragon principality Is typically regarded as a backwater corner of the continent. Its population trades in local animal products and minng for Eberron dragonshards though. Being far from the main land though, the Principalities have become a common meeting place for smugglers and other scoundrels. The local government is tolerant as long as it gets its cut and one of the local folks gets killed.

Aside from Prince Ryger’s Seadragons, other groups include vicious pirates of the Cloudreavers, the mercenary Diresharks, the changeling Gray Tide, the Bloodsails of Farlnen, the half-elf Wind Whisperers and the well-intentioned Heavenly Fleet.



The Plague Scroll

The plague appeared three weeks ago and quickly swept the Principalities. It is assumed to be airborne, and those affected are seriously weakened. The symptoms of the plague include fever, dehydration (resulting in crusting about the mouth and eyes), general weakness, and the thickening of the fingers and tongue. Repeated exposures can kill and individual.

The first indication of the plague occurred when a cruise ship from Regalport showed up in Valenar, its crew too weak to land. The ship was boarded and impounded. The Lyrandar fleet was sent to keep a lid on the Principalities as healing supplies were prepared to help those trapped in the city. Several ships, mostly pirates, fled Regalport before the blockade was fully in place, but for the past two weeks nothing has arrived or left the Seadragon Principalities.

The origin of the plague is unknown to those on Regalport.



The Lyrandar Fleet Scroll

Officials of the Dragonmarked Houses contacted the Lyrandar fleet to secure the area until a sufficient response could be mounted. In response, the fleet has assigned the airships Resolute to patrol the area. Nothing gets on and off the city without the Lyrandar fleet’s permission, and so far the only things that it allows are protected Lyrandar and Medani forces. In addition to the Resolute, the fleet employs a dozen stormships to help maintain the blockade.

The contact at the Lyrandar fleet is Angela Krin d’Lyrandar. A note describes her as a frustrating, officious bureaucrat.



The Mika ir' Boromar Scroll

Mika is the second child of Popora ir’Boromar. An illustration of her shows a young, bright-eyes halfling with greening eyes and yellowish blonde hair. Popora has entrusted particular missions to Mika, as much as he has to Zonnos. Although Zonnos is expected to take control of Popora’s holdings once Popora steps down, Mika figures prominently in her father’s plans as well. He hopes Mika will add a subtler touch to her older sibling’s decisions. Mika’s interests include foreign cultures, history, and magic, all of which would serve her well in such a rle.

Mika was on the Principalities for two weeks before the plague broke out. She was negotiating with a collective of dragonshard miners for 1% of their yearly haul in exchange for transport to Sharn on Popora’s ships. The notes on the Principalities geology come from Mika’s reports back to her parent and sibling.

Once the plague broke out, all contact with the Principalities ceased, resuming sporadically only with the arrival of the Lyrandar forces. Popora’s aides have contacted the Lyrandar Dragonmarked house but have received no response concerning any halfling on the city. A quoted section of the report uses the phrase “… more important things to do than play nanny to some missing halfling.”

Mika last reported in from Regalport just before the plague. A couple of Boromar halfling bodyguards accompanied her.

After the Meeting

Following the reception by Popora, Vago once more greets the group outside the audience chamber, the warforged Herald at his side. The halfling then hands over four scrolls to Devlin. “Information on Regalport … information on Popora’s youngest child … information on the disease itself … information the Lyrandar blockade. We’ll be loading the medical herbs and spices this afternoon. You can take off by day’s end, or tomorrow at the latest.”

Vago and Herald then lead the group out back to the landing bay where the airskiff is. From there the group is shuttled back to the Lyrandar docking tower.

Upon landing, Vago lowers the ramp. He then produces a pouch at his side. “Oh one last thing. You’re going to need your medicine,” he says, a slight smile spreading across his face. “It doesn’t have a pleasant taste.”

The halfling hands over the pouch to Rothaide, which the elf hesitantly takes. “There are ten vials of vaccine. Those are for you and your crew, as well as for negotiations with the local population. I suggest, however, that you save at least two doses for Mika.”

Coreen meets Vago and Herald on the deck while Devlin proceeds to the ship’s helm. Gian and Rourke, on the other hand, prepare the ship to leave the docking tower. Rothaide, meanwhile, heads for the medical room to take care of the vaccines.

Under Devlin’s direction the ship carefully makes its way towards Precarious to where the Boromar warehouses are located. Once the Ravenstorm arrives, and has carefully secured itself floating under the magical lifts and cranes, Vago signals the warehouse laborers to start loading the containers of herbs and spice unto the Ravenstorm.

The Wrestling Match


“It is a simple fight. No weapons are allowed. First one who gets wounded loses.” Zonnos states much to the other shifters’ cheer.

The shifter named Tamara lets out a howl in the hopes of intimidating her opponent. Gian ignores the attempt and calmly removes his coat and gives it to Herald, leaving him unarmored in a sleeveless white shirt. He then takes on a defensive stance opposite his opponent.

Unfettered, Tamara likewise assumes on her own attack posture, at the same time her body seems to change – seemingly growing to almost seven feet tall, her skin taking on a tougher appearance and fingers transforming to claws.

“First to get wounded loses.” The shifter repeats as she looks at her claws and shows them off to her opponent. Shouts of approval erupt from where the others shifters are.

Gian simply gives a small nod and pushes back his eye glasses.

Angered by the simple gesture the shifter pounces at the smaller human; her two claws leading the charge attack.

The artificer simply sidesteps the initial attack, and dodges with expertise the second claw.

Infuriated at not being able to connect, Tamara renews her attack, changing her tactics by getting closer. A short jump takes the shifter closer to her opponent. A raking claw of her right hand to Gian’s face causes the human to step a bit to the left to avoid it. The movement saves him from the attack but puts her into the path of the second claw which rakes towards the artificer’s midsection.

::dragonmark::

A dark blue light flares out from Gian’s arm and elaborate skin patterns appear on it just before the attack connects with flesh. The shifter’s claws bounce off harmlessly as if blocked by some sort of invisible field of force.

At that time, a gasp is heard from one of the Aereni elves.

“The Mark of the Sentinel.” Popora laughs as pleased by the revelation. “Impressive Master Lyrandar. You didn’t tell us that your bodyguard is a member of the House of Dennith.”

Taking advantage of the distraction, Gian punches at Tamara’s midsection. Taken by surprise, the blow connects but to no effect as it fails to penetrate the toughened shifter hide.

The shifters at Zonnos’ mat lets out a howl while Tamara conceitedly yells with them.

Gian raises an eyebrow and nods in understanding as if he just got an answer to some mental computation he’s been doing and goes back to his defensive stance.

::smite::

Tamara howls back and once more pounces on the human. Gian on the other hand simply thrusts out his hand towards his opponent’s chest. The two combatants finally connect for a second neither one makes a move.

::wraithstrike::

The shifters claws targeting her opponent’s face but stops just inches before reaching her target. The human however had his fingers extended and buried deep up to the palm into the shifter’s right shoulder – human flesh penetrating shifter.

The audience chamber is silent until the first drop of blood falls on the floor. It is only then that Popora gives out a hearty laugh.

“I guess I win!” The older halfling lord calls out to his offspring. “I’ll be collecting soon Zonnos, my child.”

The younger halfling bows to his father and leads the Shifters outside the chamber to take their wounded to be taken care of by the Arenai elves.

“But for now I think we have a business deal to finish.” Popora turns back to Devlin and his crew. "Captain Lyrandar, bring back my child."

Fight Conditions

Devlin studied the menacing shifter, ignoring the brute's attempt to intimidate him. He shifted his gaze towards Zonnos. The young Borormar lord was itching for a fight, his eyes gleamed with excitement and pleasure. He threw a mocking smirk back that the war wizard.

"Wrestling?"

A familiar voice echoed across the chamber. The word hung in the air as everyone turned to face the speaker.

"That's hardly a challenge fit for a spellslinger." The stranger continued as he tilted his head and blew smoke into the air.

Devlin smirked as the stranger began to casually walk into the dimly lit audience chamber. He was smoking a stick of Black pit Blend, exhaling a veil of smoke towards the menacing shifter.

"Rourke," Devlin said to himself. "Always late."

The stranger's steps filled the audience chamber with the scuff of soft leather boots. Rothaide whispered a soft prayer of mercy in elvish.

"Now if it were 'who could burn the most shifters where they currently stand...with a gesture'-- that would be more appropriate."

Vago waves the guards off and addresses everyone in the room. "This must be Timothy O'Rourke, a warmage of Karnnath. Another companion of the Captain d’Lyandar." Vago chimed in before his master's curiosity could turn to annoyance.

"At your service." Tim quipped.

"Where have you been?" Devlin muttered to his former war compatriot.

"Got tied back at Precarious," the warmage whispered back. "Good thing Coreen told me where you guys are."

"Excuse me," Zonnos interrupted the two war veterans. "I thought we were in the middle of a wrestling challenge."

Devlin and Rourke turned towards the young halfling Lord. "Normally we prefer to settle things without the use of violence and force," the half elf wizard replied. "But we can make an exception in your case."

Zonnos gave mocking smile as he signaled the shifter to step into the center of the chamber. "Go choose your fighter," he said to Devlin.

Devlin gazed over Gian and nodded his head.

“Be careful but likewise be quick.” The wizards mentally instructed the artificer.

“I will.” The young artificer nodded back.

"I guess I will be wrestling her." Gian thought back to Rourke and walked to face the challenger.

Zonnos stands up and lifts his goblet as acceptance and thereafter addresses the combatants.

“It’s a simple fight. No weapons are allowed. First one who gets wounded loses.” Zonnos states much to the other shifters’ cheer.

“So it’s Tamara against the one called Gian. No aid shall come from anyone else. “ The young halfling lord adds as he looks directly at the half-elf captain; causing the latter to step back and away from the artificer.

Enter: Rourke

"Wrestling?"

The word hung in the air as everyone turned to face the speaker.

"That's hardly a challenge fit for a spellflinger." The stranger continued as he tilted his head and blew smoke into the air.

At the sight of the newcomer, two of the shifters at Zonnos’ mat quickly moved to shield the halfling lord. They took on a defensive stance, ready to pounce at the new arrival.

The stranger began to casually walk towards the audience chamber, parting the veil of smoke he'd just exhaled. His steps filled the audience chamber with the scuffle of soft leather boots. Faint wisps of smoke trailed behind the stranger as he puffed a finely rolled stick of Black Pit Blend.

"Now if it were 'who could burn the most shifters where they currently stand...with a gesture'-- that would be more appropriate." He rambled as he stopped beside Devlin.

From the main mat, the Aerendi elves moved to cover the older halfling. A handful of halfling guards marched towards the front of the mat.

Vago waved the guards off and addressed everyone in the room. "This must be Timothy O'Rourke, a warmage of Karnnath. Another companion of the Captain d’Lyandar."

"At your service." Tim quipped

The guards and elves returned to their usual positions, but their eyes more alert than before.

"And my talents are far more...elaborate than mere wrestling - As I'm sure the wise Popora Boromar already knows." He continued as he bowed his head low. "I humbly request you spare your son and his...entourage this harsh lesson."

He then turned to let his gaze fall on the shifter and marked her with piercing eyes.

From within Rourke's mind came Gian's voice: "You're drunk again, aren't you?"

"Hey, you wrestle him." Rourke thought back.

A Penny for your Thoughts

Gian was wary of Popora ‘ir Boromar. From his past dealings with Saidan 'ir Boromar, he knew that one had to be very careful when dealing with any member of this halfling clan.

The young artificer allowed Devlin to do all the talking, so he sat there together with the half-elf and Rothaide in the middle of the audience chamber, and kept calm and simply watched and listened. He could still feel the copper piece in his pocket and knew that the infusions he placed on it earllier were still functioning as he had intended.

When he noticed Devlin’s eyes turning towards him, Gian opened his mind just enough to receive the half-elf’s thoughts.

“What are the Shifters up to?” The half-elf asked via the telepathic bond provided by the magic of the infusion.

“It’s hard to say. Talenta is a roundabout language,” Gian replied as he pretended to adjust his eyeglasses and stared back at the half-elf. “But basically, as far as I can tell, they’re just throwing insults at us and mimicking your conversation with Popora. Do you want to hear the details?”

Devlin gave an almost imperceptible shake of his head in disapproval.

Gian continued to watch and listen to the Shifters make fun of their group. Suddenly he hears the younger halfling warn his Shifter companions

“Heads up, Captain. Something’s about to happen.” Gian warned Devlin.

It’s then that Zonnos gives out a loud burp and addresses his father. The two halflings exchange words and finally come into a betting agreement.

“I take your bet, my child.” Popora tells his child before facing Devlin and his crew. ”Guests, is there one among you to prove young Zonnos incorrect? Does anyone care to wrestle a Shifter?”

“Wrestle, Captain?” Gian mentally asked Devlin; at the same time the artificer was already taking inventory of the resources available to him

30.5.07

Weighing the Odds

Devlin listened to Lord Popora's request. The old halfling seemed open and candid about his intentions. But part of him is still wary of the Boromar Lord. He quickly gazed over his companions, watching their reactions.

Rothaide was frowning at the news of the plague in Regalport. Her smooth delicate hand nervously held the goblet of water. The elf was probably reminded of her misfortune back at her old ship.

As Gian pretended to watch the Shifters, he noticed Devlin's eyes turning towards him. The young artificer adjusted his eyeglass, and stared back at the half-elf.

Devlin cleared his throat and looked back at the halfling. "What kind of spice do you want us to deliver?"

Lord Popora beamed an oily smile. "Nothing illegal," he answered. "Five barrels of House Jorasco medicinal herbs and spices, for the afflicted people of Regalport."

"Sounds simple enough," Zonnos interrupted. Popora's eldest son was now lying comfortably on the mattress, toying with his goblet.

"If it's that simple, why come to me?" Devlin asked.

The old halfling stared at his eldest son, signaling him to behave himself. But Zonnos appeared oblivious to his father's reprimand. "You are a wizard and member of House Lyrandar," Lord Popora explained. "It will be easy for you to go in and out of the blockade."

"My relation with Lyrandar is strained," Devlin answered. "But I think I can still pull some strings."

"Then it is settled," Lord Popora replied.

"Not yet," Devlin interrupted. "There is still a matter of our fee."

"How does five thousand gold pieces sound?" Popora offered. "Two thousand five hundred upfront and the rest of the payment upon completion of the mission."

Devlin kept silent for a moment. His brow creased and his finger tapped on his chin seemingly doing some mental computations.

“Let’s go for seven thousand.” The half-elf countered. “With an additional three thousand gold pieces if we rescue your child Mika.”

Popora gave out a throaty laugh. ”You are a real businessman Devlin d’Lyrandar. Let’s settle on seven thousand and five hundred gold pieces then. Three thousand now and the rest WHEN you deliver Mika back.”

Before Devlin could answer, Zonnos gave a loud burp. Having captured everyone’s attention the younger halfling stood up and faced his father.

“Blessed progenitor, look at these runts and weaklings before you. They could not fight their way past a razorclaw hatchling; much less survive to find Mika. Let me send my Shifters to rescue my treasured sibling.”

Popora gave a low, long blink, as if considering the matter, then replied, “No, I believe there is a greater chance of success if I send them.”

Zonnos stifled a chortle and said, “The least of my Shifters can take any one of their number.”

Again, Popora spoke out before anyone could answer. “I take your bet, my child. Guests, is there one among you to prove young Zonnos incorrect? Does anyone care to wrestle a Shifter?”

As he spoke, the Shifter that carried the ale barrels into the room stood up. He over six feet tall and made threatening gestures towards Devlin and his crew.

The Heart of the Matter

Devlin took a small step towards the old halfling. He raised the Staff of Gorlband towards Lord Popora, his other hand touching his chest -- a typical salute of war wizards in the Sharn army.

"Lord Boromar," Devlin greeted with a low, respectful tone.

The old halfling shifted his weight on the mat. "This is not the barracks," Lord Popora replied, signaling one of his servants. "Spare me the formalities, wizard."

Devlin grinned. "I try to be courteous to all my clients, and would-be clients."

One of the elves knelt to the halfling's side, pouring him a goblet of wine, her painted face looking as if some spirit hovering over the old halfling lord. Lord Boromar stared at the half elf and his companions, examining them closely like a lion sizing up his prey.

"I was expecting one wizard," Lord Popora said as he took the goblet. "Who are these other people?"

Before Devlin could explain, Vago quickly answered his master. "These are the wizard Devlin d’ Lyrandar’s compatriots. The elf is Rothaide Lareine, a priestess of the hearth mother. While the human is his bodyguard, Gian."

The patriarch of the Boromar clan muttered something that sounded like a curse. "I asked for one wizard and you brought me a circus show?" This elicited a burst of laughter from the shifters and halflings on the other mat.

Devlin thought the old halfling would throw his goblet at Vago and punish him for disobeying his orders. But Lord Popora quickly regained his composure.

"You can't get good help these days," the old halfling muttered as he shook his head. "Let's just talk business." He then signaled the group to sit on the mats in the center of the room.

As the visitors took their seats, two of the female Aerenal elves gracefully walked towards them. They offered Devlin and Gian goblets of the halfling drink, Tal. One of the elves handed a goblet to Rothaide, but the priestess shook her head and muttered something in elvish. The elf servant's face turned red, as if she was being castigated by an disapproving parent.

Suddenly the door behind them burst open and a burly shifter walked into the room. He was carrying a barrel of ale under each of his arms. He quickly headed to the company of shifters on the right.

As Devlin and Gian sipped their Tal, the old Boromar began to speak. “The city of Regalport in the Lhazaar Principalities is beset by a deadly disease and has been quarantined by the Lyrandar Dragonmark House. No one gets in or out of the city without their permission. I have business interests on Regalport. I know you deal with delivering spell components for your wizard’s guilds. I want you to deliver a load of House Jorasco spice to help the people on that city. Are you willing to do this for me?”

Watching Devlin mulling the idea over, the halfling lord took that as a sort of acceptance and continues.

“Of course,” Popora said, “Were it something as simple as delivering spice, I would hire any tug captain to do it. There is another matter at Regalport I need addressed.

“I have two children. Zonnos here is my eldest.” He motioned towards the other halfling seated on the right. The young Boromar lord gave a loud belch as the shifters hoot.

“My youngest child, Mika, is on Regalport on clan business. Since the quarantine was imposed and the blockade put in place, there has been no word from her. The Dragonmarked House has been less forthcoming with information, and it is not interested in the problems of a concerned parent. I want you to head to Regalport and find Mika. She is young . . . and impulsive. I worry for her well-being. Can I trust you to this delicate matter?”

The Audience Chamber

Gian quickly placed himself between the shifter and his friends. The shifter growled at the artificer, and Gian met the shifter’s stare. After a brief moment, the shifter turned and walked out the corridor.

Vago looked at the group with a raised eyebrow and motioned them to enter the door.

The three visitors entered a large dimly lit chamber. Devlin noticed that the room resembled the insides of a Talenta halfling tent. The room was richly furnished. It was divided into three separate areas of colorful weaved floor mats. Each of the mats were placed on one corner of the chamber, neatly arranged and raised on a dais.

An old halfling with graying hair and wide eyes occupied the mat directly ahead. The platform was covered with rich tapestries and silk pillows. Three female Aerenal elves, dressed in stylish robes, stood nearby. Two halflings guards flanked the mat.

A built halfling occupied the mat to the right. He was younger than the one and was smoking from sort of contraption. He shared the dais with three large shifters, who were laughing and joking with one another.

The mat to the left was bare and empty.

Standing behind the group, Vago announced, “His most mighty and powerful lord, his most wise and generous master, his most understanding and thoughtful leader, Popora ir’Boromar.”

At this, the occupants of the room looked, expecting someone from the group to say something.

A Ride to the Little Plains

Devlin, Rothaide and Gian made their way towards the dock area of Precarious. They eventually arrived at a landing bay where they found a newly landed skycoach. Human laborers worked in pairs, moving crates off the vessel and stowing others on board.

A jade green warforged and a sleek, youthful looking halfling stood in front of the skycoach. The Halfling kept barking orders at the crew, while the warforged approached the three visitors.

“You are here,” Herald greeted the group. He introduces them to the halfling named Vago.

Despite the enormity of his work, Vago seemed alert and aware of his surroundings. He threw the group a sharp glance.

“Get them aboard. Lord Popora expects us.” Vago shouts to the warforged. He had a brusque and officious demeanor, and he seemed to loath wasting time and words on the visitors.

The group looked at each another. When Devlin gave a brief nod, both Rothaide and Gian followed the half-elf and the warforged aboard the skiff. The three made themselves comfortable and waited for the skycoach to be filled.

Devlin stared out and checked on the cargo being loaded. Most of them were exotic foodstuff and spices. He tried to start a conversation with Vago, but the halfling was concentrated on his job.

* * *

The skycoach soared off from Lower Dura and flew over the Middle Menthis Plateau ward. It zoomed pass the plateau, navigating between towers until it finally began its decent towards the Little Plains.

To a first time visitor, the towers at Little plains appear inside out: instead of open central spaces surrounded by buildings attached to the outside of a tower, streets run around the outside of towers, giving access to very low doorways leading to cave like interiors.

Halflings seemed to navigate through these ledges with ease. Devlin looked down and saw most of the small folks below, riding exotic dinosaurs and raptors along the streets.

The skycoach gradually landed on one of the outside ledges. And as the boarding doors opened, Vago led the group off the ship.

Devlin, Rothaide and Gian followed the halfling with Herald bringing up the rear. As soon as they clear the skycoach, several halfling laborers began unloading the rest of the skycoach's cargo.

“You should be honored that you are meeting with Lord Popora ir’ Boromar,” Vago stated as he led the group down a hallway. He brought them through a series of alleys and further down into the tower. “Among the Boromars, Popora’s name is legendary.”

Vago stopped abruptly and examined the three taller humans. “I believe Lord Popora has almost supernatural instincts and have long ago learned not to second-guess his decisions.”

He then turned his back and led the group again down another corridor.

Rothaide whispered to Gian. “What was that all about?”

Gian stared at the halfling and whispered back to his elven companion. “I’m not sure but I think we’ve just been insulted.”

Devlin signaled the two to keep quiet and quickened his pace to catch up with the halfling.

They continued to make their way down several corridors. They passed through corridors that were finely furnished with doorways carved from rare woods and art objects.

Eventually the group reached a large set of dark wood doors and Vago motioned the group onwards. The door suddenly opened before the halfling could turn the latch. A huge, broad shouldered shifter stepped out.

29.5.07

A Little Research

The skydocks of Precarious lean out into the air high above the Dagger River. Vast mystical cranes and magic lifts uses levitation and the power of Syrania to haul loads of cargo and people to and from the waterfront districts of Cliffside. An army of laborers transports good between the docks and the warehouses in the district – both the massive storage towers and the smaller warehouses. While sailors generally find entertainment in Cliffside, Precarious houses a variety of crafts and services. Mills and workhouses make immediate use of the raw materials brought up from the Dagger River, while a few dingy tavern, gambling dens, and dreamlily dealers provide the workers a chance to leave their cares – and their silvers – behind.

The Edge is one of these taverns located in the district. The sun has just set and there are only a few patrons in the establishment. Most of them are already so drunk that they didn't notice a clocked woman silently makes her way across the room. Even in the dim light of the tavern, she could easily spot the two men seated at the back of the room.

“Sorry it took me a while before I found the place.” Rothaide offered an apology as she sat beside Gian.

“It’s no problem.” Devlin told her. “We haven’t been here for long. So what have you found out?”

“Is it safe to talk here?” Rothaide asked as she suspiciously looked around the room.

“It’s fine.” Gian tapped on a copper piece in the middle of the table. “I’ve infused it so that anyone a couple of feet from it would only hear mindless babble.”

“Ok,” Rothaide said, obviously more relaxed. “The priests at the Pavilion of the Host couldn’t offer much information regarding our new business partner. But I did acquire some from the halflings at the healing houses of Jorasco. You’ll be happy to note that he does not deal in slaves, poison or more deadly drugs. Popora does however deal with medicinal spices, which he consider relatively harmless and very profitable.”

“So basically you’re saying we’re dealing with a drug lord.” Devlin concludes and the elf nods her assent.

“And from what I’ve gathered, he’s a drug lord that can be trusted.” Devlin shares.

“Our Lord Popora has build part of his reputation on his ability to be trusted. He keeps his word, once given. He supposedly lives up to the letter and the spirit of an agreement.

“He has been known to engage in altruistic acts that on the surface, at least benefits others. “Devlin continues. “Such actions are usually considered as a sign of weakness amongst the Boromars, but he has always turned whatever he does to an eventual profit.”

Both Rothaide and Gian contemplated the pros and cons of the situation.

“What do we know of him personally?” Devlin turns towards the human artificer.

“He’s quite old.” Gian starts. “In his 120 years. He has survived several takeover attempts and skirmishes launched by rival organizations as well as in Clan conflicts. Each time, the opposing group was crushed utterly. He has no rivals – only competitors.”

Rothaide shook her head and sighed. It was obvious that the priestess of the hearthmother was feeling uneasy talking about druglords and criminals.

“He employs a vast network of operatives but frequently hires outside his organization, either to give him deniability or to test business associates who want to deal with him long-term. Another halfling named Vago takes care of most of his dirty work.

“Popora entrusts parts of his business to his two offspring, Zonnos and Mika. Zonnos is smug and sedentary, like most other Boromars. Although he seems at times more interested in food and revelry rather than in ensuring the future of the family business. If you ask me, this behavior could be a ruse to throw off spies and competitors.

“Mika, on the other hand, seems to have Popora’s instincts for profitable business opportunities and pursues them with a zest that at times seems unbecoming of a Boromar.”

The table then turns silent as everyone processes all the information they just shared.

After a few minutes, Devlin stands up and states “Well, we don’t want to keep our new business associates waiting do we?”

The three companions, head out towards the door. Gian taking time only to pause to pick up his copper piece on the tavern table and placing a couple of silver pieces as payment in its place.

Looking for Work

"Boromar?" Coreen muttered in disbelief. "I don't like this."

I scratched my chin and stared at the jade-colored warforged. "Why would Lord Popora be interested in me?"

Coreen shook her head. "I don't want to deal with the Boromar Clan."

Ignoring the bookkeeper's ramblings, Gian turned me and asked, "Have you done business with Lord Popora before?"

"I try not to," I muttered. "The Boomers deal with a lot of illegal stuff. I mostly keep to trading with wizards." I turned to Herald and added, "No offense to your lord."

"None taken," the warforged replied.

“I’ve heard of Lord Popora.” I continued, “He’s one of the Boomers of Sharn, though not one of the Clan elders, he’s still quite powerful. He runs a vast network of legal and quasi-legal operations. Primarily dealing deals with smugglers."

“Individuals who have done work for Popora or his representatives say that Popora dealt fairly with them, honored their agreements, and paid on time.”

"At least he is willing to pay for your time and company," Gian commented.

Coreen looked at the artificer and snorted. "Oh what do you know?" She muttered. "The Boomers are trouble."

"But it wouldn't hurt to pay the Lord a visit," I replied. "With our funds severely depleted, we need to get some work."

"That is correct," the warforged answered.

"This is wrong," Coreen warned. "Lord Popora is vicious. He has a battalion of house wizards ready to kill you if you ever go against him."

"That's pretty much an exaggeration," Herald corrected. "He only has three house wizards."

"That I know," Coreen retorted. "And very malicious elven house wizards at that."

"Alright," I answered while fixing my coat. "I'll go meet Lord Popora."

The warforged gave a brief nod. "I will be waiting for you in the docks at two hours time," he said as Gian led him out of the skyship.

"Hope you come back in one piece," Coreen commented.

"Don't worry," I tightened my grip on my staff. "I have a feeling we'll be employed very soon. Besides I won’t be facing Lord Popora alone and unarmed."

“Gian,” I called out. “I need you to check up on your old contacts and see what you can come up regarding this Lord Popora. I’m specifically looking for how his organization works.”

Gian took on a grim look as if the prospect of heading down to the city was not something he was looking forward to but eventually nodded back.

“Likewise, go get Rothaide from the galley.” I added, “Tell her to do the same with the temples and with the Halflings at House Jorasco. Remind her to be discreet about her inquiries. I’ll meet you guys in exactly two hours at the Edge at Precarious.”

"Got it." Gian nodded back once more and headed down to the ship’s galley to look for the ship’s elven cleric.

“Where will you be?” Coreen asked.

“I’ll be checking out my own contacts.”

I walked off once more towards the Lyrandar tower and the city of Sharn.

Little Green Man

Gian was standing on top of the Ravenstorm’s sterncastle. He was currently overseeing the repairs on one of the four binding struts that support the ship’s elemental ring.

As he was about to fortify the struts with one of his magical enchantment, Gian heard a pair of arguing voices coming from within the Lyrandar docking tower. Judging from the sound, it was obvious that the captain and the bookkeeper have returned and that both their missions to the city did not go according to plan.

“I told you we couldn’t trust the wizard's guild to provide us with any job!” Coreen nagged as she walked beside her half-elf companion.

“It’s not my fault the guild doesn’t have any job it can offer us for now.” Devlin ran his hand thru his now unruly hair. “Besides, it’s not as if your own contacts came up with something that could help our situation!”

Coreen looked like she was lost for words. She quickly stomped off, down the ship’s stairs heading for the crew cabins.

Taking his cue, Gian swung down from where he was and gracefully landed on the main deck in front of the Lyrandar captain.

“If you two are done fighting; There’s someone who has been waiting for your return,” Gian stated.

"A visitor?" Devlin asked.

"He arrived shortly after you guys left."

Gian led Devlin towards the ship’s forecastle where a jade green warforged was standing by the ship’s rail, watching the city below.

As the captain and the artificer approached, the warforged looked up and moved towards them.

Other than its color it was obvious that the warforged appeared a bit unusual. Unlike many of it’s kind it had a shorter, leaner and more refined body. Something not suited for a regular warforged.

“Excuse me, but I am looking for a particular individual, a certain Devlin Sain d’Lyrandar.”

Gian quickly introduced the warforged to the captain.

“I am Herald, a loyal servant of Popora ir’Boromar. Lord Popora desires a meeting to discuss a matter both of great urgency and extreme delicacy. The Lord requests you attend an audience with him and is willing to compensate well for both your time and attention.”

Off to the Wizard's Guild

It took me a couple of hours before I finished my rounds. I inspected every nook of the ship, delegating the tasks among the crew members, and checking the ship's magical power source. I kept a mental note of all the things I saw, from the leaking pipes beneath the mess hall to the dwindling food supply in the pantry.

Apparently Coreen was right. We need to get a job soon or this ship will fall apart.

"That's what I've been telling you since last week," Coreen said as she followed me into my room. "Our budget has been stretched real thin."

I shook my head and reprimanded the bookkeeper for prying into my thoughts. Coreen has been with the company of wizards far longer than I have. She has to learn some basic courtesy in reading the minds of others.

"I'll be visiting the wizard's guild in an hour," I answered as I walked to the window. "Hopefully the old geezers there would give us some work."

Coreen gently shook her head. "Are you sure about that? Remember the last time they sent us to deliver one of their packages?"

"It wasn't that bad," I answered, smiling.

"Not bad?" Coreen repeated with a mocking tone. She drew out a small notebook and started flipping through the pages. "That two headed demon injured a couple of sailors and obliterated our canon. We spent almost two thousand fixing the damages, not to mention the five hundred silver we used for spell components to bind the demon back to its box."

"But we still got paid in the end," I replied and saw the young bookkeeper's face flushing red as she recalled the gruesome incident.

"Barely enough to cover our damages," Corren checked her notes.

"That's why I have to go visit the wizards," I pulled out out my coat and cape from the nearby closet. "They're the only ones who can afford us."

"That's because we've been blacklisted everywhere else," Coreen muttered to herself.

"The wizards won't turn their back on one of their own," I answered while putting on my coat. It was a fancy white suit with a couple of dangling medals pinned in front of the chest pockets. "And you've worked for a few of them before, right."

Coreen rolled her eyes. "Don't remind me."

"We're the best in what we do," I continued. "Those guild masters know that we're the fastest and most reliable ship to deliver their spell components and research materials."

"Well at least let me try to ask the other guilds," Coreen muttered as she stuffed her notebook back on her pocket. "I still know a couple of smugglers working in the docks."

I drew out the Staff of Gorlband from the closet and started polishing the oaken wood with my cape. "Okay, you can go check on your friends," I said. "But I want you back before sunset."

"Okay," Coreen smiled as she helped me fix my cape. "But who will be left here?"

"Let Gian watch over the ship," I replied as I fixed his hair. Then I turned to the young girl and asked, "do I look like a dashing skyship captain?"

Coreen shook her head. "It's not me you are trying to convince. Good luck with the wizards."

Docking procedures

Because of its airship docking tower, Sharn is also known as the gateway to Xen’drik. Built on the Central Plateau, Lyrandar Tower is one of the tallest structures in the city. It measures 2,000 feet in diameter at the bottom and 650 feet in diameter at the top.

The top floor of the tower houses the airship docking port — one of the busiest centers of activity in Sharn. The tower is the first sight that most visitors see upon arriving in the city, and it is often the only place visited by people here on business or just passing through.

Lyrandar Tower offers a wide array of services to the travelers who pass through it. Just about any product the city has to offer is also available here, though at prices ten to fifteen percent higher than elsewhere in the city. But most travelers are willing to spend the extra money for the convenience of having everything they need so handy. Most travelers that is... and yet...

* * *

“Captain!” Coreen cried out to me as she stomped into the main deck of the Ravenstorm. The young bookkeeper paid no heed to the crew. She charged towards the middle of the ship's deck, directly where I was standing.

”I’ve talked with the dock officer and we are cleared to stay for the next two days. It took me a great deal of convincing but I was able to lower the docking fees to something we can actually afford, but we’re running for funds Devlin. The fare of those passengers we have is simply not enough. We need to find a job soon!”

I listened to Coreen as I continued signing the docking papers. I read through the documents, making sure the customs made a proper inventory of the ship. I glanced towards the ship's elemental ring, taking note note of its dim glow; indicating that the elemental of the ship has been suppressed.

As soon as I finished my inspection, I turned to face the petite lass beside me.

“This is Sharn, Coreen.” I answered while walking towards the ship’s helm. “We’ll find something.”

“Well it better be sooner. We’re running low on funds and I still have a long list of supplies that we need to purchase.” Coreen answered as she followed me.

We stepped inside the brige, where a tall human was in the process of making final adjustments on the ship’s controls.

“Raven has been suppressed, Captain.” Gian reported as he greeted us. The glow from his Mark of Storm faded as he removed his hands from the ship's helm. A large wheel made of dark wood - the source of the ship’s control over the ship’s elemental.

"Good work," I gave a brief nod as I continued to inspect the helm controls.

“Most of the crew has reported that they’re taking their R&R but we’ve got a skeleton crew on board just in case. We need, however, to make some repairs on the binding struts. The one in the aft section is sort of wobbling.” Gian stated as handed me the wheel.

“And how much is that going to cost us?” Coreen asked.

“Ummm…” Gian faltered and pushed back his spectacles. “Not much, we can always improvise.”

Coreen turned to me and shouted, “DEVLIN! We need to find a job now!”

New spells

STORM TOUCH

Evocation [Electricity]
Level: Sorcerer/wizard 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature/level touched
Duration: Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
Your hand crackles with the pent-up energy of storm-tossed lightning, dealing 9d6 points of electricity damage with a successful melee touch attack. Touched creatures are also stunned for 1 round by the burning pain unless they make a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.

Special: A character with any Mark of Storm dragonmark, or with the Favored in House feat (Lyrandar), deals an extra 1d6 points of electricity damage with each touch.


WIND’S FAVOR

Transmutation [Air]
Level: Druid 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Area of wind 10 ft. wide by 10 ft. high by 100 ft. +
10 ft./level long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a localized area of strong wind (approximately 30 mph). This effect has limited utility in battle (see Table 3–24: Wind Effects, page 95 of the Dungeon Master’s Guide), but is often used to propel sailing craft. By concentrating as a full-round action, you can change the direction of the wind by 45 degrees.

This spell is effectively identical to the spell-like ability that can be gained by a character with the lesser Mark of Storm (see page 66 of the EBERRON Campaign Setting), except the range and the affected area are different, as given above.

Defenestrating Sphere


Evocation [Air]
Level: Sorcerer/wizard 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 2-foot-radius sphere
Duration: 1 round/level (D)
Saving Throw: Fortitude partial (see text)
Spell Resistance: Yes

You evoke a cloudy gray sphere of whirling air and howling wind that hurls your enemies screaming into the sky. It flies at up to 30 feet per round and attacks the creature or object you indicate. You must succeed at a ranged touch attack to strike a creature with the sphere. The sphere stops moving for the round when you make an attack on a creature or object. You must actively direct the sphere on your action to move it to a new target; this requires a move action on your part. The sphere winks out if it exceeds the spell's range.

If you succeed with your ranged touch attack to strike a creature with the sphere, the target takes 3d6 damage from the battering power of the winds. Creatures of Medium size or smaller must succeed on a Fortitude saving throw or be knocked prone. Creatures who fall prone must then succeed on a second Fortitude save or be swept up into the sphere and expelled 1d8 x 10 feet straight up, falling 1d6 squares in a random direction from their original position. Falling damage applies normally. If some obstacle prevents the subject from reaching the height to which the sphere expelled him, he sustains 1d6 points of damage for every 10 feet of movement he was unable to complete (so a character hurled 50 feet up in a room with a 20-foot ceiling sustains 3d6 damage, and then falls from there).

The sphere may affect one creature or object per round, provided it is directed to a suitable target.

Material Component: A gray pearl worth no less than 100 gp.

House Lyrandar


The half-elves of House Lyrandar possess the Mark of Storm. Their Windwrights Guild dominates the business of shipping and transportation over both sea and sky. Their Raincallers Guild provides services to farmers across Khorvaire. Both guilds are found in every coastal nation of Khorvaire, and they proudly trace their ancestry to the elves of Aerenal and the humans of Thrane.

Unmarked members of House Lyrandar are prosperous farmers, plantation owners, and sailors crewing the ships driven by their marked relatives.

House Lyrandar appeared in pre-Galifar Thrane two thousand years ago, but today it operates out of Aundair to avoid the restrictive rule of Thrane's theocracy. The house matriarch, Esravash d'Lyrandar, oversees both the Raincallers Guild and the Windwrights Guild from the island paradise of Stormhome, which the house created off the coast of Aundair.

The Raincallers Guild helps farmers across Khorvaire, as well as any others who need to affect the weather in a localized area. The Windwrights Guild controls a vast
shipping and transporation business that operates in the air and across the seas.

MARK OF STORM

The Mark of Storm grants the power to control weather, primarily through the manipulation of clouds, wind, and rain. A character with this mark can create a short, localized drizzle or a powerful rainstorm, a short breeze, or enough wind to propel a ship across the sea.

Marks: The aspects of the Mark of Storm grant the following benefits.

Least Mark of Storm: endure elements 1/day, fog cloud 1/day, or gust of wind 1/day; +2 bonus on Balance checks.
Lesser Mark of Storm: sleet storm 1/day, wind'sfavor 1 /day, or wind wall 1/day.
With sleet storm, a character can create either warm rain or freezing sleet.
A character using wind's favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees.
Greater Mark of Storm: control winds 1/day or control weather 1/day.

Devlin's notes:
The Lyrandar elders treat me as their prodigal son, and for good reasons. I disobeyed their orders, incurring losses in their business and delays in their plans. I joined the Last War, offering my services as a war wizard, despite Lady Esravash's objections. I "stole" an airship that was supposed to be a gift to a more deserving skyship captain. Plus many other offenses and violations I made over the years.

As far as I know, House Lyrandar has disowned me. I'm glad to have them off my shoulders.

The Last War

The most recent significant event in Eberron is an event called the Last War, so-called because the people of Khorvaire believed that after the war was over everybody would grow tired of war. It refers to a series of conflicts in Khorvaire over 102 years that began with a dispute over the throne of the Kingdom of Galifar and the ruling of the Five Nations.

Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. This event helped expedite the end of the Last War. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all "flesh and blood" humanoids. Those in the Mournland do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.

The Last War officially has ended two years prior to the start of the common Eberron campaign, with the Treaty of Thronehold, as each of the Five Nations and most of the nations that broke off during the war officially became independent.

Devlin's notes:

I served the Sharm army during the Last War. I was a war wizard, responsible for countering the magical attacks of our enemies. My Lyrandar gift also enabled me to summon the weather and wind to hinder our opponents. Working in the army was better than staying with my Lyrandar relatives. I met a lot of good friends during the war, and lost most of them as well.

Gian


5th level Human Artificer +

Gian appears to be a mild mannered and bespectacled young human male (around 23 to 25 years of age). He claims to be a native of Sharn and joined the crew of the Ravenstorm about less than a year. Gian serves as the ship's artificer as well as the reserve pilot.

Devlin's notes:

I hired Gian because he is an all-around handy man. Normally he keeps to himself but his friendly with the rest of the crew. I noticed that he is a fairly accomplished artificer.

He seems to know a few tricks that a normal artificer could not do, like cast fireball spells, summon the silver flame to turn undead, infiltrate a wizards tower, and fly a lyrandar airship (which normally only a half-elf lyrandar can do with his dragon - mark of storm).

A couple of months ago, I discovered that Gian possesses an aberrant dragonmark which allows him to mimic the abilities of other Dragonmarked houses. I brought it up with him, and he has confessed to possessing this dragonmark.

Personally I have nothing against people bearing aberrant dragonmarks, so I let him stay in the ship. Gian then asked me to keep his mark a secret.

Coreen Syndrel


"5th level Human Expert"

This petite and slender human girl with long flowing dark hair and deep blue eyes serves as the Ravenstorm's bookkeeper and Devlin's personal assistant. She wears loose, simple garments and keeps a serious face whenever she does her bookkeeping. She's likewise in charge of all the ship's schedules and logistics keeping the ship's captain to deal with the ship's other functions.

Devlin's notes:

I met Coreen during the Last War, she was a messenger and informant working with the Archmage Galvorn. Coreen has worked with several archwizards in the past. She claims to be a young innocent girl, but she is more than what she looks.

Coreen has been around for over half a century. She began as a lowly cat familiar fetching spell components to her first master. Over the years, Coreen grew under the guidance of her wizard. Her master granted her the power to change her shape into human form (to better help in the laboratory and research).

Through the years, Coreen worked with different wizard masters. She served all these wizards during the Last War. Bonding with each wizard for a few years to aid them, and then leaving them for another assignment.

Coreen bonded with me weeks after the war ended. Her last master was killed in the Day of Mourning. I asked her if she wants to work with me, and she agreed.

The Ravenstorm

Devlin Sain d'Lyrandar's ship is a heavily modified Lyrandar airship. A rich explorer named Derrend Montis commissioned the creation of the ship and used it as his personal transport. Wanting a vessel that was both well armed and inconspicous, Derrend went to great lengths to increase the ship's combat capabilities without concealing any outward sign of its modifications. While in his care, the ship was named Ravenstorm. The ship was used as an exploration vessel until Derred died, at which time it was sold to the Sharn military. The ship was used during the Last War as a military vessel. It was then discovered in the wreckage of Cyre where it was then recovered, repaired, and sold to House Lyrandar.

The ship isn't pretty, but it packs a punch. Under its scarred, dented hull are sereval modifications both mundane and magical. Primarily to these is the binding of an intelligent yet fickle minded storm elemental (fondly called by the ship's pilot as Raven)into the ship's matrix instead of an air elemental. The ship has been upgraded to allow the storm elemental to discharge it's bolt of lightning once per minute as instructed by the ship's pilot.

The Ravenstorm: Colossal vehicle; Airworthiness +8; Shiphandling –2; Speed Fly 120 ft. (average), Overall AC –1 Hull sections 1,000 (crash 250 sections); Section hp 80 (hardness 10); Section AC 5; Ram 12d6; SA thunder and lightning, storm ring; SQ resistance to electricity and sonic 10, air mastery, hover; Space 90 ft. by 300 ft.; Height 50 ft. (storm ring has 110-ft. diameter); Watch 20; Complement 150; Cargo 30 tons; Cost 92,000 gp.
Airmastery: Airborne creatures take a -1 penalty on atatck and damage rolls against the Ravenstorm.
Thunder and Lightning: Once per minute, the Ravenstorm's pilot can as a full-round action, direct the storm ring's elemental to emit a blast of thunder coupled with a bolt of lightning. The thunder deals 8d6 sonic damage to all creatures within 60 feet of the ship. A Fortitude DC 24 save halves this damage. The lightning is a 120-foot-long line that deals 16d6 electricity damage. A Reflex DC 24 save halves this damage.
Hover: Despite its maneuverability rating, an airship can hover and has no minimum speed required to maintain air travel. It cannot turn in place, however.
Ring: The Ravenstorm uses a storm elemental elemental. It deals 3d6 sonic and electricity damage to any creature or object passing it.
Aura: Strong conjuration, CL 15th.
Construction: Bind Elemental, greater planar binding, 46,000 gp, 3,680 XP, 92 days.
Price: 92,000 gp.

Devlin's notes:

I acquired the ship from House Lyrandar by accidental chance. The skyship was supposed to be given to a more accomplished and reputable captain, but the Sharn military gave the ship to me as a gift (as a reward for my service at the military).

Devlin Sain d'Lyrandar


Male Half-elf 5th Level Wizard / 4th Level Elemental Savant (Air)
Neutral Good
Member of House Lyrandar

Str 10 Dex 14 Con 14
Int 18 Wis 10 Cha 12

HP 46 AC 17
Int +2 Speed 30

Fort +5 Ref +5 Will +6
Melee +4 Range +6

Feats: Energy Substitution, Least Dragonmarked, Lesser Dragonmarked, Combat Casting, Spell Penetration, Spell Mastery, Scribe Scroll, Summon Familiar

Languages: Common, Draconic, Dwarven, Elven, Auran

Dragonmarked abilities: fog cloud x1/day, wind's favor x1/day

Familiar: Cat

Skills: Alchemy +8 (4 + 4), Appraise +8 (4 + 4), Balance +8 (4 + 4), Bluff +4 (2 + 2), Concentration +14 (12 + 2), Diplomacy +6 (2 + 2 + 2), Gather Info +6 (2 + 2 + 2), Knowledge (Geography) +8 (4 + 4), Knowledge (Arcana) +12 (8 + 4), Profession – Sailor +8 (8 + 0), Knowledge (Planes) +12 (8 + 4), Spellcraft +16 (12+4), Move Silently +4 (0 + 2 + 2), Listen +1 (0 + 0 + 1), Search +5 (0 + 4 + 1), Spot +1 (0 + 0 + 1)

Special Abilities: Air Elemental Transition (Allied Energy - Electricity), Immune to magical sleep effects, darkvision 60', Resistance to electricity 10, Elemental Focus (Save DC versus electricity spells are +1), Elemental Penetration +1

Racial Abilities: Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects, Low-Light Vision (can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination), +1 racial bonus on Listen, Search, and Spot checks, +2 racial bonus on Diplomacy and Gather Information checks.

Spells Memorized: 5-5-4-3-1
I -- Hand of Blue Flame x2 (Burning Hands with Electrical energy substitution), True Strike, Feather Fall, Grease
II -- Fog Cloud, Levitate, Sphere of Blue Flame x2 (Flaming Sphere with Electrical energy substitution), Dimension Leap
III -- Dispel Magic, Lightning Bolt, Stinking Cloud
IV -- Stoneskin, Ice Storm, Wall of Ice
V -- Cloudkill

Magic items: Bracers of defense +3, Staff of Gorlband, Bavesh's Wand of Blue Flame, Silver Dagger x2, Bag of holding (type A), Sharn's Medal of Valor

Spellbooks: Tome of the Blue Flame, Gorlband's Journal, War Wizard's Manual I, Frendula Codex

Spells in Spellbook:
I - True Strike, Obscuring Mist, Grease, Burning Hands, Magic Missile, Charm Person, Identify, Feather fall, Shocking Grasp
II - Flaming Sphere, Locate Object, Levitate, Dimension Leap, Mirror Image, Fog Cloud, Gust of Wind
III - Dispel Magic, Lightning Bolt, Stinking Cloud, Sleet Storm, Wind Wall, Gaseous Form
IV - Polymorph, Stoneskin, Defenestrating Sphere, Solid Fog, Ice Storm, Wall of Ice
V - Storm Touch, Cone of Cold, Cloudkill

Devlin's Notes:

I was an apprentice wizard when the Lyrandar dragonmark appeared on my right shoulder. My life changed for the worse soon after that. The Lyrandar elders began to take note of my family. They were grooming me to become a powerful wind wizard. My parents had no choice but to obey the Lyrandar because we owed them our lives.

They said I had a bright future in the Lyrandar hierarchy. But as I grew older, I came to hate the Lyrandar and the other dragonmarked hourse. I hated their arrogance, their corruption, and their greedy ambition. I saw the way they manipulated people, like how they manipulated my family.

So I began disobeying their orders and commands. I left House Lyrandar and joined the Sharn military. I spent the last decade fighting in the Last War, as a war wizard. It was in the battlefield that I found my calling as a wind wizard. I discovered my own path and power, without the interference of my Lyrandar kin.

Now that the war is gone, I am prepared to life on my own. Hopefully without the dragonmarked houses breathing down my neck.

Rothaide Lareine



Elven Priestess of Boldrei (7) / Void Disciple (2)


A strange and deadly illness has befallen the crew of the Eglantine (a cruise ship). Rothaide survived, and only because Lapérousse (a barge ship), came in time and was able to bring her safely aboard and save her. She was the on board priest assigned to do religious ceremonies (mostly marriage ceremonies), councilling, some diplomatic engagements, medical responsibilities and even sometimes food preparation, The cruise ship spends months sometimes to a year out at sea or in space that sometimes people develop some mental disorders. And it is Rothaide's job to fix them. Unfortunately, the kind of illness that befell the Englantine was beyond her capabilities to fix, so she quarantined herself at the ship's medic bay until she was rescued. From inside the medic bay, she was able to contact a distant discple of the void and arrange a rescue. A few days more she could have died as well. People blamed her for the mysterious malady which befell the Eglantine, having survived the ordeal. And she was constantly met with suspicous stares. Afraid that the situation might get worse, that it might turn into an uncontrollable mob out to burn her at the stake, she took employment a couple of months later. She was forced to find refuge under the employment to another notorious ship called the Ravenstorm captained by Devlin Lyrandar who doesnt seem to mind Rothaide's past.


Devlin's notes:

I was reluctant to take in a priestess of the hearthmother into my ship. This is a trading vessel, not a luxury cruise ship. But then Rothaide has proven herself to be a competent healer and priestess during times of emergency. She has been through a lot. Sometimes she carries the guilt and burdens of the past like a huge chain around her neck.

Timothy O'Rourke


Male Human Factotum 1/Spellthief 1/warmage 3/Sand Shaper 2/Unseen Seer2
True Neutral

Str 8 Dex 14 Con 10
Int 18 Wis 8 Cha 16

HP 28 AC 20(15)
Int +3 Speed 30

Fort +1(+3) Ref +6(+8) Will +9(+11)
Melee +2 Range +6

Feats: Touchstone, Able Learner, Practiced Spellcaster, Master Spellthief, Versatile Spellcaster, Silent spell.

Langages:Common, Goblin, Elven, Draconic, Dwarven, Halfling.

Skills: Balance +10, Bluff +8, Concentration +11, Decipher Script +7, Diplomacy +11, Heal +1, Intimidate +10, knowledge(arcana) +9, Knowledge(Nature) +8, Listen +7, Move Silently +10, Search +12, Sense Motive +3, Spellcraft +17, Spot +7, Survival +3, Tumble +8, Use Magic Device +8

Equipment: Headband of Intellect +2, Amulet of Natural Armor +1, Ring of Protection +1, Slippers of Spider Climbing, Rod of Sudden Empower, Minor Schema: Invisibility, Gloves of Dexterity (+2), Chain Shirt +1, dagger(masterwork silver), crossbow,light, bolts 3 cases (30pcs), Vest of Resistance +2, Stone Figurine (req. Touchstone)

Devlin's notes:

Rourke and I used to work in the same unit during the Last War. He is a trigger happy war wizard, dabbling in a lot of evocation magic and other arcane practices that would augment his combat magic. While he is a scatter brain, Rourke has saved me in several tough situations. I have learned to trust him with my life.

Sharn, The City of Towers

Sharn is the largest city on the continent of Khorvaire. It is located on the nation of Breland, looming over an inhospitable outcropping of rock near the mouth of the Dagger River.

The City of Towers rises high into the sky, growing upward within the limited space available on a plateau bounded on the west and south by the Dagger River and its eastern tributary, the Hilt.

To the north and east, steep cliffs define the city's boundaries, while deep chasms formed by volcanic action cut the plateau into five distinct regions: Dura on the west, Tavick's Landing on the east, Northedge to the north, and the Central Plateau and Menthis Plateau in the center. Along the Dagger River at the western edge of the city, the neighborhood of Cliffside is built upon and into the steep riverside cliffs. Above the highest towers, the neighborhood of Skyway floats over the city. The city also extends underground, into sewers and long-forgotten ruins, and deeper to the furnaces and foundries of the Cogs.

Sharn sits within a manifest zone linked to Syrania, the Azure Sky. This manifest zone enhances magic related to flying and levitation, which makes many of Sharn's magical wonders possible. The vast majority of the magic items used within the city to facilitate flight only function because of the manifest zone, and work less well or not at all beyond its boundaries.

Most of Sharn's neighborhoods are vertically stratified. For example, while Menthis Plateau is known as a center of entertainment, the type and quality of entertainment available varies among the different levels of the towers. The upper levels (usually referred to as "Upper Menthis") offer high art in the forms of opera, theater, and symphony, as well as housing Morgrave University and a thriving community of writers and other artists. The middle levels ("Middle Menthis") house a thriving theater district with more affordable shows, a large number of professional minstrels, acrobats, and similar entertainers, and a year-round circus complete with animals. The lower levels ("Lower Menthis") contain a very different sort of theater district marked by burlesque shows, a red light district, and a great number of taverns for cheap and bawdy entertainment.

A long wall rings the Central Plateau at its lowest level, interrupted by towers along its entire length. Inside the wall, structures rise higher and higher toward the tallest towers near the middle, creating a great artificial mountain at the heart of the city. Mostly populated by the upper and middle classes, the Central Plateau houses the seat of the city's government, its wealthiest citizens, and its finest businesses. Embassies from other nations, important representatives of the dragonmarked houses, and banks are found here as well.

Menthis Plateau serves as the entertainment hub of the city, and is home to Morgrave University and a variegated quilt of different races. Certainly the most trendy of Sharn's quarters, Menthis is a popular tourist destination. No walls surround Menthis, though its tallest towers are spread along its outer rim. The enormous dome of Morgrave University, ringed by five tall, slender towers, stands near the center of the plateau.

Northedge, the most residential of Sharn's quarters, contains everything from towertop penthouses in the heights to tightly packed apartments on the lower levels. Aside from a marketplace district near the bottom of the towers, Northedge is a quiet neighborhood with little commerce and little crime.

Dura, the largest quarter in Sharn, covers the great expanse of the western plateau from the cliffs overlooking the Dagger River to the crevasse of the Western Cog. It is also the poorest, excepting the Cogs, with even its topmost levels solidly middle class. Dura mixes various businesses and housing, never approaching a true residential district but holding a number of apartments, tenements, and (near the bottom) slums. The lower levels of Dura include a large population of immigrants from Darguun and Droaam, forming a neighborhood of goblinoids and other monstrous residents.

Cliffside is a neighborhood perched precariously on the side of the cliffs above the Dagger River and Sharn's waterfront. It includes the waterfront businesses far below Dura, as well as towers built up from the cliff face and a shantytown of caves dug into the sides of the southern cliffs overlooking the Hilt. The businesses of Cliffside are either directly related to shipping or cater to boat crews, adventurers, and other transients.

Tavick's Landing, at the eastern edge of the city, is in some ways defined by being the terminus of the Orien lightning rail line and trade road. The lower levels cater to travelers and traders entering Sharn by rail, and include an entire city district that has been converted to provide housing for refugees from the Last War. The middle and upper levels are broader in their purposes, including a variety of trades, services, and residential districts.

Skyway is magically suspended above the city on gigantic disks of force, like Tenser's floating disks taken to a fantastic extreme. These disks are among the many magic items and effects in the city that work only because of the presence of the manifest zone linked to Syrania. Not a cloud palace but an actual extension of the city, Skyway includes some of Sharn's finest inns and restaurants, exotic and upscale trades, and a number of mansions belonging to the very richest citizens.

The Depths is the generic name for everything that lies beneath the city's main plateau, excepting Cliffside and the Cogs far below. The upper levels give way to active and inactive sewers, some of which have their own inhabitants, as well as the mostly forgotten ruins of earlier settlements built long before the towers started to rise. Far below and accessed by well-maintained tunnels and shafts, the Cogs sit at the very base of Sharn and serve as an actively populated center of industry. In fact, the roots of modern Sharn's towers lie underground in some places, buried by the passing of centuries.

The Cogs are the churning heart of the city, full of forges and foundries powered by steaming geysers, molten lava, and bound fire elementals. Extending far below the foundations of Sharn's towers and built along the banks of the great chasms that divide the city, the Cogs incorporate elements of ancient ruins and natural caverns.

The Boromar Clan


The Boromar Clan is undoubtedly the most powerful criminal organization in Sharn. They are a family of halflings, with a lot influence and allies all over the city. The clan controls the city's smuggling trade and owns most of gambling halls in the city. Most of the fences and thieves either work directly for the Boromars or pay tribute in exchange for independence.

The clan controls a vast network of extortion, blackmail, and graft that extends from the slums of Lower Dura to the heights of Skyway, with its headquarters in the halfling district of Little Plains (in Middle Menthis).

Their influence reaches far beyond the criminal underworld. The early Boromar patriarchs invested wisely over the centuries, so that today the Boromars are one of the wealthiest families in Sharn. The Boromar Clan owns many of the warehouses in Precarious and Cogsedge. They own taverns and inns throughout the city and have a considerable interest in the shipping trade.

A Boromar heir sits on the city council of Sharn, and the current patriarch is a member of the Gold Concord of the Aurum.

Devlin's notes:

Despite their money and prestige, they are goons and criminals. From what I know, they have a direct or indirect control over most of the city's institutions. I try my best to avoid dealing with them.

25.5.07

Bavesh's Wand of Blue Fire

I got this wand as a farewell gift during the end of the Last War. The wand was a present made by a gnome artificer named Bavesh. He and I go way back during the war. Bavesh was a skillful craftsman and his devices has saved my life more than once.

As the war drew to an end, Bavesh told me that he would be going back to his homeland. The gnome handed me this ivory wand as a token of friendship. He made this wand specially for me and that it was enchanted to work with my powers as a wind wizard.

This wand is an ultimate wand embedded with a small dragonshard. The wand is designed to cast a burning hands spell twice per day. Bavesh modified the spell with energy subsitution, changing the flames into electricity.

Devlin's notes:

This is a useful tool and I am ever grateful to Bavesh for this gift.

Staff of Gorlband

This seven foot wooden staff was created by the wizard Gorlband when he was imprisoned by an unseelie fae countess. Apparently the wizard offended the countess when he spurned her romantic advances. Gorlband was locked up inside an enchanted garden for over a decade.

During that time, Gorlband created this staff in an attempt to please his captor. He created this item and presented it to the fae countess as a gift. The countess regarded it as a crude toy and gave it back to the wizard.

When Gorlband finally escaped the enchanted garden, he discovered that burglars have broken into his home and stole all his possessions. So Gorlband sold the staff along with other magical items he created to a wandering merchant.

The Staff of Gorlband functions as a staff of charming, capable of casting charm person and charm monster once per day, as a 12th level wizard.

Devlin's notes:

Got this staff during a year end sale at Sharn's magical bazaar. The merchant gave me the staff for free after I purchased Gorlband's spellbook and several of his potions.

Sharn Medal of Valor

The city's insignia is etched into this magical bronze medal. The Sharn army has awarded hundreds of these medals to war veterans who have fought valiantly during the Last War.

The medal functions as an amulet of natural armor +2. It serves to protect its wearer whenever he or she pins on the medal.

Devlin's notes:

I was awarded this medal of valor years ago, in exchange for my years of service in the Sharn military.

2.5.07

Elemental Savant Prestige Class

Requirements:
Skills: Know (arcana): 8 ranks, Know (the planes): 8 ranks

Feats: Energy Substitution (acid, cold, electricity, or fire).

Others:
Able to cast at least 3 spells with the above descriptor, at least one of which must be 3rd level –or– able to cast 1 such spell and have access to one of the
following Clerical Domains: Air, Earth, Fire, Water.

Must have made peaceful contact with an appropriate elemental outsider.

Hit Dice: d4 per level
Skill Points: 2 + Int per level
Attack: as Wizard
Weapon: –
Armor: –

Available Skills:
Int: Alchemy, Craft, Know (any), Scry, Spellcraft.
Wis: Profession.
Con: Concentrate.
Cha: Handle Animals.
Speak Language.

1.5.07

Archivist

"You can either sell me the cursed stele, or you can wait for its original owner to come for it. The choice is yours."


-- Anselmo Durod, proctor abbot of the Hallowed Doctrine

An archivist is a wielder of divine magic, similar to a cleric only in the type and nature of the magic at his command. Indeed, the archivist has more in common with the wizard than he does with the standard servant of the divine, due to the scholarly way in which he collects and maintains his spell selection. Archivists seek out esoteric sources of divine lore, wherever those sources might be, securing those secrets for themselves and their fellow scholars.

Making an Archivist

The archivist is a more academic profession than the cleric or paladin but hardier and more worldly than the average cloistered wizard. Due to the exploratory and often dangerous nature of their work, archivists develop techniques for safeguarding themselves and their allies from the foul taint that so often surrounds and accompanies the lost or forbidden lore they seek. Archivists are thus exceptional support characters, bolstering the efforts of those who aid them in their scholarly pursuits.

Abilities: The most important characteristic for an archivist is a keen Intelligence. That intellect must also be tempered with a high degree of Wisdom, due to the fine line the archivist must walk in studying evil without being corrupted by it. A strong Constitution is also highly prized for dealing with the rigors of the archivist's missions.

Races: Elves tend to make the best archivists, due both to their longevity and to their natural proclivity for magic. Humans and gnomes can be drawn to the class as well, often becoming the most ambitious of seekers. Dwarves make fine archivists but tend to view the entire profession as a little too morally gray for their liking. Halflings and half-orcs rarely take up the mantle of the archivist.

Alignment: Characters of any alignment can become archivists, but the class does require some measure of academic detachment. As a result, archivists of an ethically lawful bent are quite common.

Class Features

The archivist's class features all serve to further his overall purpose, which is to seek out mystical, divine lore from strange and forbidden sources, and to gain both understanding and mastery thereof.

Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.

Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.

Class Skills (4 + Int modifier per level): Concentration, Craft, Decipher Script, Diplomacy, Gather Information, Heal, Knowledge (all skills, taken individually), Profession, Search, and Spellcraft.

Like other spellcasters, an archivist can cast only a certain number of spells of each level per day. His base daily allotment is given in Table 5-1: The Archivist. In addition, he receives bonus spells per day if he has a high Wisdom score (see Table 1-1 on page 8 of the Player's Handbook). He must choose and prepare his spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.

An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.



Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.

An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).

Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.

The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.

Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.

*New monster described on page 144.

Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.

Dread Secret: By speaking aloud a dread secret of the target creature, an archivist of 11th level or higher can dazzle a target creature for 1 round. Unlike other dark knowledge, this ability can be used only against a single creature. If the archivist succeeds on his Knowledge check by 10 or more, then the target is dazed for 1 round. If the archivist succeeds on his Knowledge check by 20 or more, then the target is stunned for 1 round (if the target is immune to being stunned but not immune to being dazed, such as most undead, then the archivist can choose to daze the target instead of stunning it).

Foreknowledge: Starting at 14th level, an archivist can better prepare his allies for the attacks of the affected creature, making it harder for the creature to land blows and successfully deal damage. Allies within 30 feet of the archivist gain a +1 insight bonus to Armor Class that applies to attacks by the affected creature only. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.

Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.

Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.

Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.

Bonus Feat: When an archivist reaches 10th level, and again at 20th level, he can select a free feat from the following list: Skill Focus (any Knowledge skill), Spell Focus, any metamagic feat, or any item creation feat.

Playing an Archivist

As an archivist, you travel in search of new and unusual magic of a divine nature. Since your understanding of magic revolves around the written word, you prize magical writings of any kind and will travel far to investigate a newly uncovered (or yet-to-be-discovered) holy scripture or mystical recitation. Generally speaking, you aren't quite as stuffy as the average wizard, given your breadth of experience and high Wisdom score, but neither are you a chest-thumping champion of the gods. The secrets you uncover are their own reward, and your confidence in yourself and in the job you do is more rewarding than the empty gratitude of some group or hierarchy.

Religion

While most archivists are religious, it is fundamentally their way to put more stock in the power of the divine than in the divine itself. Archivists exist for virtually every known deity. Some hunt down the secrets of ages past to exalt the greater glory of their deity, while others seek only to safeguard sacred lore from falling into the wrong hands. Still others see very little connection between their personal devotion and the work they do, aside from perceiving their continued success as evidence of their god's favor.

Other Classes

Archivists tend to fare well in the company of wizards, who appreciate the scholarly approach they take to magical study. By the same token, however, they have a mercurial relationship with standard clerics. Some priesthoods view archivists as an essential arm of their god's following, while others see them as little more than shameless thieves who seek to despoil or abuse sacred texts. Many druids look askance at their spells' being cast by those who do not follow druidic teachings. Archivists often travel in the company of bards or rogues (another mark against them in the eyes of some narrow-minded priests), who share their interest in old lore and the recovery of long-lost treasure.

Combat

Archivists are not especially potent front-line fighters and will often hang back with the wizards when combat arises. They are sturdier and usually better armored than their arcane counterparts, however, and boldly stride into combat when necessary (for example, when it means defending one who is weaker or easier to hit).

Archivists are especially effective in parties that contain other divine casters or bards. Given preparation time, an archivist can use his magic to bolster party members, including the clerics, so that when combat begins, the clerics can wade into battle with the fighters, leaving the archivists free to heal.

If PCs are likely to face foes who have secret weaknesses, there can be an enormous benefit in recruiting an archivist. An archivist can often provide information about a foe's weaknesses that spells the difference between failure and success against that adversary.

Advancement

It is often said that archivists are born, not made. Many who embrace this class do so out of a genuine thirst for learning, often accompanied by a reverence or admiration for divine power. Some people who end up walking the path of the archivist began as apprentice wizards or junior clerics but soon felt the call to seek hidden knowledge.

Many archivists are archivists for life; the more hidden lore they uncover, the more they feel they still have to learn. Others multiclass to complement their abilities, sometimes validating their pursuits in the eyes of a church hierarchy by taking levels in cleric or even paladin. Less frequently, an archivist's hunger for lore causes him to branch out into the arcane arts, splitting his studies between divine exploration and wizardry. The archivist is also an exceptionally versatile class for the purposes of prerequisites, acting as a natural gateway class for many prestige classes.