Scions of the Storm

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Scion's Victory
It takes a matter of weeks to finalize the arrangements in Stormreach, mostly because avoiding attention is the primary concern. If anything, Calynden d’Lyrandar is more paranoid than Adamai or Khair, insisting on the highest degree of secrecy, allowing only those members of House Lyrandar who were involved in the expedition to the creation forge to access the plates or the location. As the local viceroy, his authority is second only to Baron Esravash, who seems content to leave the arrangements to “The Kraken.” Required resources are delivered to Stormreach in small quantities, travelling by both Lyrandar and unassociated traders, to avoid attracting any overly-curious scrutiny. This extends the time involved, but Calynden will not be rushed.

Adamai and Khair both have ample time to study the metal plates, reviewing the instructions, spells, and infusions recorded indelibly in steel. The knowledge recorded in their shining surfaces deals with the entirety of magic of the four elements, from the manipulation of raw elemental power to the binding and channeling of energies and entities. But it is Khair who makes the most important discovery related to the plates.
As is usual for him, Khair obsesses over the plates, pouring over the inscriptions, translating, and drawing the symbols associated with each step of the elemental binding process. You find him deep in thought several times, runic patterns chalked on the floor of the storage vault, eldritch energies dancing in ripples and waves around him. But his relentless focus produces results; if not for his somewhat deranged interest, the deepest mystery of the plates may have remained undiscovered.
Khair calls the companions together late one night (in this case, Adamai, Kelembra, and Trelmarian d’Lyrandar, the lead wizard on this project, unless there’s anyone else you’re interested in including). Khair’s copper-colored eyes burn feverishly as he greets you. “I have finally found out what these are actually for.”
Trelmarian raises an eyebrow. “Other than containing the instructions for elemental binding?”
“Not just instructions, I think.” Khair’s smile is slightly manic. “There is more power in these than we first thought.”
Trelmarian shakes his head. “There isn’t any power in these that isn’t knowledge, Vanatar. They’re just instruction sheets.”
“Would you care to phrase that in the form of a wager? We found them in a production facility, rather like a Cannith manufactory.” Khair turns around, walking toward the plates. “Now, let’s see . . .”
Your companion lays his hands on the first of the plates, palms pressed against the metal. Immediately, a swirl of power surrounds him as Khair reaches deep into the well of power within him. The air ignites with coppery waves of energy, arcane force radiating from him. You and Trelmarian exchange a look, the wizard’s face a mask of panic at the thought of Khair damaging the plates.
Then you notice the glow.
Slowly, each of the engraved letters and symbols fills with light, the power radiating out from Khair’s touch suffusing the inscription. The plate itself is unharmed by the energy pouring from your companion, the metal only seeming to shine more brightly in the arcane display. In a few moments, all of the script on the plate is illuminated, and Khair lifts his hands from the metal. The glow remains constant, steady light filling the symbols.
“Now it is awake again.” Khair’s voice is slightly weary, but strengthens as he turns to face you. The spellmark on his forehead glows, mimicking the inscription on the plate behind him.
Trelmarian’s jaw drops. “How did you do that?”
“Sometimes, you need to use the right key to open the lock.” Khair turns to the next plate, re-activating each of them in turn. Adamai and Trelmarian examine the collection, reading the newly revived enchantments. Each one contains part of the procedures for the development of a vessel’s arcane matrix, ensorcelling the containment shard or binding struts, empowering an elemental effect, or enhancing the durability and resiliency of an object. The power infusing the plates, quiescent for millennia, surges through the vault, seeking to fulfill its purpose of empowering elemental energies.
One by one, the plates are transported to the creation forge by Trelmarian and Masansk d’Lyrandar, one of the leading Stormcallers (and who is arguably the most powerful druid in the house). Work begins immediately to fortify the site, with small teams of veteran warriors standing by to defend the tower. Magical construction techniques are used to build walls around the tower and create the shells of what will become laboratories and workshops. Adamai and Khair pitch in, both guarding the location from the local wildlife, and using their skills and powers to assist with the construction/ Within two months, the compound in the depths of Xen’drik’s jungles is secured, and a select team of spellcasters and artificers, lead by Trelmarian, are working on the development of a prototype elemental airship.

Seeking the Source
In which the Changer is revealed

Delethorn was ominously quiet as the adventurers arrived; suspiciously so, in fact. The town itself was in the grip of fear, terrorized by groups of roving thugs that forced the residents to stay off the streets most nights, and dealt harshly with those they called “uncooperative.” It wasn’t until Adamai and Khair publicly defeated a band of enforcers that the townsfolk began to provide information and assistance to the adventurers.

Following their requests, Adamai and Khair swept the streets that night, eliminating thugs one group after another. They trailed a group of smugglers to a house on the outskirts of Delethorn where the group’s local leaders were holed up before kicking in the doors and bringing the fight to them. In the basement of the house, Adamai and Khair confronted Welahayne, a self-proclaimed “priest of the Changer,” and his minions. It was only then that Adamai and Khair realized that they were dealing with a cult rather than simply criminals. But before they could kill the vile adept, he dumped two casks of the corrupting poison into the well beneath the house, and out of those poisoned waters burst a horrifically mutated crayfish, transformed into a monstrous chuul!

Already weary from a long night of battle, the chuul almost spelled doom for the adventurers. Calling upon their last reserves of physical and magical power, they finally burned the life out of the vile aberration with a combination of sorcery and magus arcana. In thanks for freeing Delethorn from the grip of the cult and their commitment to stopping the flow of corruption, the Wardens of the Wood bestowed a pair of seeds of knowledge upon the adventurers, furthering their arcane studies and empowering them to face the battles ahead.

Following the Trail


Hershem d’Lyrandar was pleased to learn that Killian would no longer be able to blackmail him, and readily provided Adamai with the details of the smuggling route. He received the goods from a member of House Orien in the city of Passage, then brought them downriver to transfer to Killian just outside of Fairhaven. After a brief detour to eliminate the rest of Killian’s gang of smugglers, Adamai and Khair set out for Passage by lightning rail.


Rikard d’Orien was blissfully ignorant on the subject of magical poisons and eldritch mutation, but was about to point the adventurers in the right direction to locate the smuggler. The goods were being brought through Passage rather than produced there, and Rikard was able to help Adamai establish the schedule. With a few days to kill before the next shipment arrived, they hired their blades and spells out to assist a local noble out of a tight spot (the gullet of a bulette, as it turned out). Without a spellcaster to provide a regeneration spell, they were dispatched to recover the lordling’s missing limb before he expired and could not be raised from the dead.

“How will that bedsheet help us find the monster that ate Lord ir’Walan’s leg?” Adamai asked.

“It’s from a inn run by House Ghallanda, which means it smells like halflings. Since you won’t let me tie a halfling to the horse, it’s the next best way I can think of to lure a bulette out of the ground.” Khair replied.

“Will it be the right one?”

“How many bulettes could there be in one hunting ground?”

Only one, as it turned out, but the one was enough to nearly kill both of the adventurers. Only fast spellcasting and a great deal of luck kept the hunters from becoming the prey. They recovered the lordling’s limb, and were amply paid for their services.

Then, they set a trap for the smugglers. Mimicking the bulette they had so recently battled, they lay in wait below the waterline for the smugglers’ vessel to arrive. Khair and Adamai defeated the crew, but were once again confronted with magic of surprising strength in the hands of ostensibly simple criminals. The vessel itself was an elemental-bound skiff capable of crossing Lake Galifar in a day, piloted by Rappan Shade, an excoriate of House Lyrandar. Adamai took his villainous cousin into custody, confiscated the skiff, and beat the pickup location out of Rappan: Delethorn, in the Eldeen Reaches.

The First Mission
In which the operative tests his mettle

House Lyrandar, despite its frequent protests, was not unfamiliar with smuggling. They knew the value of a good shipment, down to the last copper piece, in most cases. What troubled Fathein d’Lyrandar, First Secretary of the Windwrights Guild in Fairhaven, was not that goods were potentially being smuggled via Lyrandar vessels, but that the House wasn’t getting its cut of the profits.

That was inexcusable.

Adamai and Khair were dispatched to the waterfront in Fairhaven to locate the suspicious shipments and figure out what was going on with the customs duties. Their path led them to the Whiteroof ward in Fairhaven, where the direct method of investigation let to an altercation with some riverfront bravos. They were easily dispatched, but they gave the adventurers their first lesson in bluffing the watch (and hiding the bodies).

Khair made some contacts with the criminals of Fairhaven, reasoning that the competition would keep the closest set of eyes on the smugglers. After proving their interests were only with the smuggling and not with any “ordinary decent criminals,” the pair were directed to the River Elf tavern by Kreelo, the boss of Fairhaven’s Dark Dagger gang. Kreelo has few friends in Aundair, and decided that an ally in House Lyrandar could be useful at some point.

At the River Elf, the adventurers encountered a vicious smuggler named Killian, who had coerced a Lyrandar captain into handling his goods. However, when Adamai questioned Killian more stringently, the pair met a conflict that they were not expecting: far from being cutthroats and thieves, the smugglers were well equipped with eldritch power, hurling spells and minor magical weapons at the pair. Adamai and Khair prevailed through superior spellcasting and force of arms, eventually beating the captain’s name out of Killian before dispatching him.

“Cutting him down like that didn’t bother you?” Khair asked.

“Of course it did, but it doesn’t make sense to leave him hanging around so that he can eventually come after us,” Adamai answered.

Khair shrugged. “Suits me.”

In the understructure of the River Elf, they discovered the smuggler’s stash, and Khair discovered something disquieting: The contraband goods were all consumables, cheese and wine for the most part, and had all been dosed with an arcane substance that, when taken in enough quantity, would cause a normal person to begin attracting, then producing symbionts, and eventually transform into an aberration.

Obviously there was more to this smuggling than just profit. The two resolved to continue their investigations.


Scions of the Storm - The Beginning
The adventure begins

The Scion of the Storm refers to one person – a dragonmarked heir of House Lyrandar named Adamai. The young magus was selected by his elders to assume a special role in House Lyrandar, that of an operative: someone who, secretly or openly, handles “problems” for the organization, resolving issues whether it is through diplomacy or combat. Adamai is devoted to the good of his House and family, and faces the future with brash optimism and the boundless courage that youth and skill bring. The House Matriarch, Baron Esravash d’Lyrandar, envisions great things for her cousin.

Khair Vanatar was apprehended as a stowaway on a vessel coming into Stormhome, and would have been unceremoniously dumped over the side had it not been for the strange symbols resembling dragonmarks on his face and arms. The customs agents took him into custody, and were surprised when he almost managed to escape before the day was out. A person with formidable arcane skills (that the run-of-the-mill house magi had great difficulty countering), Khair swiftly came to the attention of Baron Esravash as a potential asset. She interviewed him personally, and her candor and honesty compelled the same from him. Learning about his history with House Cannith, the Baron made the eccentric arcanist a deal: serve House Lyrandar (in the form of her newest operative, Adamai d’Lyrandar) for five years, and the house would provide him with a new identity, a ring of mind shielding, and enough wealth to create a new life anywhere he wished. With enemies behind and no resources to speak of, Khair knew that this would be the best deal he could hope for, and agreed.


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