The Story So Far...

The Story So Far...
The PCs, all from various backgrounds, find themselves employed on the Circus Ship, the Priema Selune, the largest Airship in Khorvaire. While flying over Thrane, they encounter some engine trouble, and investigate to find goblin stowaways that are apparently attempting to sabotage the engine of the ship.

The goblins are defeated, but in the course causes the ship's engine to be damaged, and the Selune makes an emergency landing in a small town on the border of Thrane and Breland. Sira d'Selune, the captain of the ship, tasks the PCs to find a Gnomish inventor by the name of Priz to help them repair the Selune. The PCs agree, and when they find Priz, they discover he's an addled, albeit brilliant inventor. After recovering his tools from another group of goblins, this band intent on gathering any and every tool or device they could get their hands on (including magical artifice, wands, and even simple magecrafted stoves or street lights), the group convince Priz to join the ship, but not before frightening him, and him suggesting that someone was searching for him.

WROAT

The Selune then makes its way towards Sharn, but not before stopping in Wroat, capital of Breland. It is here that the PCs follow another lead from the goblin cave near Priz's home. A Captain named "Nife Sheef" seems to be the gathering point of information regarding the mechanical and magical research, from both the Cave, as well as the the stowaways on board the Selune.

In order to start their investigation, the PCs contact Clan Boromar, an old associate of Sira's. In exchange for a favor, Clan Boromar agrees to help them in their search for Nife Sheef. The PCs infiltrate the home of a Dragonmark House Noble, Kulrik Aashta, in order to find some dirt on the otherwise seclusive man. The PCs discover that Kulrik is a wizard, and has been experimenting with Aberrant creatures from the Realm of Xoriat. These luminous worms, or Spawn, are being used as a form of control over the dead, to create a newer, stronger, creature. Here they find word of a man named "Overseer Xorchylic" in Greywall.

After returning to Clan Boromar, they receive thanks and a favor when they visit Sharn. Upon returning to The Selune, they find it under attack by Goblin forces! They fend off the attackers, and take the Bugbear chieftan hostage. After a successful interrogation, they leave the Bugbear, Grek, with his life, while they go after Nife Sheef.

A successful investigation finds Nife Sheef's layer, where they slay the Hobgoblin Captain, and afterwards use magic to force her spirit to tell them more of the Hobgoblin's plans. It is here they learn that the Goblinoids are after the Selune and any artifice or advanced technology. She was to send any and all information from this region back to her leader, Belt, in the biggest city in Khorvaire, Sharn.

SHARN

En route to Sharn, the PCs are attacked by a group of Sky Pirates, who seem intent to take the ship for themselves. Identified as the Sons of Korvan, these pirates have short ranged airships, but ultimately fall to The Selune Crew's surprising prowess. The PCs then make their way to Sharn and are given a Celebrity's welcome upon entry, with people excited to see the great Circus Ship, The Priema Selune. The PCs use this cover to investigate happenings in the city.

The Crew engage in an underground fighting tournament, where they encounter a Goblin/Ogre grouping named Stikka and MashaBasha.The next order of business is to investigate the Pirates that attacked them. This leads them to the Cogs, the deep underbelly of Sharn, where they meet Verne, and after a tense negotiaion, agree to become business partners with his revolutionary group, the Sons of Korvan. The Pirates who attacked them were a faction within the group that Verne didn't agree with, and with them dead, the two sides decided they had no reason to fight.

Next came a split venture, which led one half of the PCs to a Gala being held by Sheena's aunt, Celyria il' Tain, while the other half investigated House Tharashk, in connection to Kulrik's actions in Wroat. The party was disrupted by a "Brain Dog" who escaped and ultimately consumed the brain of Celyria. With the aid of Camdain Andai, Knight Protector of the Church of the Silver Flame and Head Guard Rourke, the group was able to put down the dog, and arrest Kulrik, who they believed responsible for the crime. With a lucky find of a regeneration potion, the PCs were able to heal and regenerate the Lady Tain's brain. However, the night was not yet over! It turns out that the Lady's aide, Vahra Molavakri, was a conspirer with Kulrik, and the PCs defeated her before she could rewrite the Lady's mending mind. Unfortunately, during the scuffle, Kulrik was able to escape, with the aid of Spawn infected guards.

Meanwhile, Camdus, Kaeric, and Sikth investigated the House Tharashk, where head of the House, Erlan d'Tharashk, was grateful for their aid and information, and offered them the chance to question some prisoners they'd recently discovered, who had been in recent contact with Kulrik. The men were sick however, and upon attempting to question them, the group found themselves fighting some strange aberrant mutants, which then turned into a mass of bone, meat, and muscle. This led both groups to begin investigating the last known location of those prisoners, The Fallen District of Sharn.

THE FALLEN DISTRICT

Within the Fallen District, the PCs came in contact with Daask, the name of the group they'd been searching for, run by Belt. They encounter one of Belt's lieutenants, fending off waves of creatures similar to those fought by Sikth, Kaeric, and Camdus in the House Tharashk Prison. They agree to help him find the remnants of a lost patrol, in exchange for a meeting with Belt. The party agrees, and they slowly make their way through the hellscape of the Fallen District. It has slowly begun to fill and transform into a fleshy mass of a world. The air is hot and moist, there is no light, and patrols of fleshy monstrosities are everywhere. However, the party perserveres and manages to recover the remnants of the patrol. They also encounter a small band of Spawn controlled bodies, proof that Kulrik is in the area.

While on their way back to the Daask encampment, the party encounters a horde of flesh, and are forced to escape and get lost as a result. They discover an enormous wall made of flesh and muscle, to which Kaeric feels compelled to the other side of. He feels certain that he has been called to an ancient force on the other side, something that will help explain the corruption of the entire district. The PCs agree to search, and make their way into the heart of the district.

After travelling through the massive wall of meat, the PCs encounter spiders made of glass and crystal, along with other manner of beasts, before finally discovering the source of the infestation, a massive crystal piercing a great Willow tree. The group investigates, and Kaeric discovers that this Tree is one of the ancient Gates across Khorvaire, part of an ancient ritual that keeps the forces of Xoriat at bay, preventing them from reaching into Eberron. The crystal piercing the tree has broken the seal, and the group suspects that the actions taken by Kulrik have accelerate the process. However, Kaeric is able to commune with the tree, purify the crystal, and re-establish the seal upon the Gate. With that, the Xoriat influence over the Fallen District would eventually fade.

With this done, the PCs venture back to their meeting with Belt, in which they discover he also wishes to find and destroy Kulrik. The two groups make a tacit alliance, and then the PCs set out to defeat Kulrik once and for all. This leads them to an old Watch Tower in the Fallen District, which Kulrik has turned into a makeshift Wizard's tower. The PCs manage to infiltrate the tower, where they discover that, in desperation, Kulrik has begun a process called Ceremorphosis, which will turn him into an Illithid, or Mind Flayer. In doing this, his contact, Xorchylic, also revealed to be a Mind Flayer, promised that it would give him significant psionic abilities, capable of controlling the Xoriat creatures throughout the District. Forced to take this action, because of the death of Vahra, Kulrik ultimately loses himself and becomes an Illithid. The PCs confront and defeat the newly manifested creature, and are forced to escape the tower after his death brings about another massive horde of flesh.

Ultimately, the PCs escape and are able to once again confront Belt. Belt agrees to speak on their behalf and try to prevent the raids and investigations into the Selune. To Sikth, the man in charge of defending the Selune, this isn't enough, and he decides to send a message to all who attempt to attack the Selune. He cut's Belt head clean off, and tells his Lieutenant to send a message to their superiors that the Selune is no longer a target, and to let it be known that they will not stop should another attack come their way.

 THE HEIST AND PRISON BREAK 

The PCs then leave the Fallen, and have a bit of downtime. They check on Lady Tain, and Verne, and also engage in a High Stakes Heist of a cloak establishment, the Bur Ling Ton Cloak Factory. While ultimately successful, the group is unknowingly tagged via divination magicks. This leads to the Sharn Police arresting Navar for numerous crimes and sentencing him to Prison in the Stone Vigil Penetentiary.

With help from their Boromar Contacts, the Sons of Korvan, "Sil" a mysterious fan of Navar's he met at the Tain Gala, and a long faded connection between Kaeric and the Warden, Magda d'Kundarak, the PCs manage to infiltrate the Stone Vigil. However, things do not go according to plan, and although they manage to free Navar, they also leave Lady Kundarak dead in their escape. While the party was welcomed into the city with open arms, they were forced to escape, fugitives.

 CONCERNING DEATHS AND DRAGONS 

After escaping Sharn, the Selune heads towards New Cyre, a safe refuge away from Breland, and a place that is unfettered by national law. The Sons of Korvan have contacts within the newly formed town that they promise will help the PCs lay low. On this journey, they discover Sira's true intentions behind the Priema Selune. It is not precisely what is seems, and instead, Sira sees it as a force of Freedom. She wants to drop the Charade of a Circus ship, and instead lay claim as a faction separate from any nation, one with the ability to take what they want from who they want, and live however they intend. It is with the contacts and resources the PCs have acquired that she thinks they are ready to do this. The PCs agree, and think that agree that aiding the fledgling lord in New Cyre is an excellent way to build legitmacy and friends that will help in this endeavor.

Before they arrive, however, the PCs encounter The White Dragon, one of the great Dragons of Eberron, in the Howling Peaks, the mountains separating Breland and Zilargo. After a harrowing escape, the Selune manages to get by with only minor damage. However, they make a strange discovery in the aftermath of the encounter. It seems that one of their members, Ito, actually died within the frosty breath of the dragon. However, he was remarkably easy to revive. Upon ressurrection, Ito found himself with a new addition, a strange mark on his forearm and hand. He sought out Sheena, the party's local expert on death and related subjects. It is here the Sheena revealed that this was not the first time she'd witnessed his death. It had happened once before, early in their careers, before all this business with Goblins and Mind Flayers. Upon speaking with Sheena's Tome, the Tome of Necromancy, Ito discovers it to be the long lost Dragonmark of House Vol, a now disbanded Elven house with a mysterious history. However there is not much time to ponder on this new information, as they are forced to land in New Cyre for repairs. It is here that they meet Prince Oargev Ir'Wynarn, Elena d'Cannith, and Gavril d'Deneith.

 NEW CYRE AND THE JOINT TASK FORCE 

The Prince is the next in line for the Former Nation of Cyre, and heir to the former kingdom that spanned Khorvaire. The PCs take a liking to him, and decide to help him, and he promises sanctuary within his borders. They aid in some local disturbances, in exchange for their ship's repairs, and after it is repaired, set out on a mission to aid Elena d'Cannith. They head toward the mountain divide between New Cyre and The Mournland, where a great Warforged Titan lay trapped. Inside, they find a docent, a device of great power, that contains the mind and soul of the Warforged, Landro. They escape a raiding party of warforged, believed to be sent by The Lord of Blades, and manage to acquire an arcane cannon from the Colossus as well.

Upon returning to new Cyre, they encounter the Joint Task Force sent to arrest the PCs after the escape from Sharn. Led by Detective Inspector Clayde, including Knight Protector Camdain Andai, Chief Inquisitor of the Church of the Holy Flame, as well as the famed explorer and former Fiancee of Kaeric, Varda d'Kundarak. They arrived on Varda's airship, the Slipstream, an incredibly fast ship, famous for it's trip to the Southern Continent of Xen'drik. However, thanks to their good relationship with the Prince, the PC's immunity stays in tact, and the task force is unable to arrest them. The PCs use this fortuitous event to attempt to explain their situation to Camdain, revealed to be Camdus' older brother. Through a clever lie seeded with small truths, the party is able to concoct a story that convinces both Camdain and Clayde to agree to a potential pardon. The PCs must go to Greywall, and deal with Overseer Xorchylic, Governer of Greywall, and mastermind behind the corruption of the Fallen District. This plan, however, does not satisfy Varda, as it will not give her what she and her family wants: Justice for the Murder of her Mother, Magda d'Kundarak. She pleads with Kaeric to turn himself in and to give her the culprit, suggesting that she trusts him to give her whoever truly committed the crime. Kaeric refuses, however, and she leaves him with a warning: The next time they meet, she will not be able to offer him such kindness again.

 GREYWALL 

The PCs then set out for Greywall. After a brief excursion and encounter with a Fae claiming to be "Autumn," the party narrowly escapes and heads towards Greywall. Upon entering, they discover a town full of monstrous races and oppressive, albeit, efficient rule. They city is ruled tightly by "The Governer" and his "Flayer Guard" in all districts except "The Kalabas" or "The Kennels", the only district where the natives of the rest of Khorvaire are allowed to move about freely. This district is run by House Tharashk, due to a good trade relationship between The Governer and the house's head. The PCs visit House Tharashk and convince Torrn help them in their plight, by showing them Kulrik's Journal. Torrn knew Kulrik, and he commonly had interactions with The Governer, often serving as the diplomat that made negotiations between the House and Greywall. He agrees to help them get close to The Governer, but to do so, they must be known employees of House Tharashk, so he hires them as mercenaries to go to the Arena in the Bloodstone District in order to recruit. The PCs agree.

Before the PCs head into Bloodstone, they follow another lead by investigating a local Theatre, believed to be a front for those interested in working against The Governer. There they learn about a group called "The Sightless" that seem to be kidnapping people within the Kalabas. They are asked to investigate in exchange for a reward and more information about The Governer.

Around the same time, Sikth is met by a mysterious Tiefling, who gives him word of a place where his kind can live freely, as well as a warning: Xorchylic is always watching. They have not yet attracted his focus, but any big steps will attract his attention. He suggests laying low as much as possible.

 BLOODSTONE 

Upon heading into Bloodstone, the PCs engage in a few bouts in the Arena. They meet up with an old friend, Stikka, from their time in Sharn, and learn that his companion, MashaBasha has been taken by the Flayer Guard as well. The PCs join up with Stikka in order to defeat a group of Yuan ti who have invaded the arena, and they learn that they were hired in the Venemous Voice, a local Tavern, at night by a mysterious group that the PCs suspect are in fact the Sightless. Why they are interested in the Arena is still a mystery. However, a successful final bout in the Bloodstone Arena against the Kobold K-Unit results in a good name for House Tharashk and recruits being added to the House's Mercenary forces. With that mission complete, the PCs return to the Kalabas and the Gold Dragon Inn for a good nights rest.

Unfortunately for all but Camdus, the dreams that haunted them the first evening persisted into the second, albeit less stressful, the group now knowing what to expect. Kaeric, during a moment awake between these dreams, spotted a figure outside the inn, apparently watching him in his sleep. He roused the party, Sikth and Nevar to no avail. Camdus and Sheena agreed to follow Kaeric, while Ito decided to stand guard for the night, watching over the two deep sleepers. Outside, the three inspected and searched for their voyuer, but after some inspection of the area, as well as the help from some of Kaeric's friend owls, they concluded that whoever was watching them had probably moved on, and then went back to sleep.

 SECRETS OF THE FLAYER GUARD 

The next day, the group head towards Bloodstone to try and discover just what had happened to MashaBasha. After some sidesteps, they found themselves and the main barracks for the Flayer Guard, and spoke with the Minotaur Captain of the Flayer Guard, Bamvros. One strange, stilted conversation later, they learned that Masha was indeed within the Barracks, a new, 'conscripted' member, but he was inable to see anyone until after he finished his training. Suspicious, the group decided to infiltrate the barracks and see if they could find him.

With the aid of Stikka, a small force of the PCs infiltrated the near fortress, bypassed the ground and first basement floor, and found themselves in the deepest layer of the facility. It was here they uncovered at least a part of what the process of 'training' the Flayer Guard is. Each conscript is brutally tortured to the brink of death. Sickened by the images and lengths that The Governer, Xor'chylic was willing to go, the party vowed to help these people when they could (whether or not it was possible), but first they needed to escape with MashaBasha. Fortunately, Sheena was able to find him, and with Stikka's aid, free him. Thanks to some clever use of magic by Camdus and Kaeric, the group was able to avoid being seen and make their way quickly and safely out of the barracks.

Once freed, MashaBasha, still in a state of shock, could only mutter a few words over and over: "I died, Stikka. But they brought me back." The group safely made it to the Gold Dragon Inn, where Stikka told the PCs that as soon as MashaBasha was able, they were going to get out of Graywall. He was greatful to the group, and promised that he would help them out whenever they needed it, certain they would meet again.