End of the Dragonsphere PDF - Dungeons & Dragons Campaign

Summary

This document provides an overview of a Dungeons & Dragons campaign titled "End of the Dragonsphere". It details the setting, player characters, plot elements, factions, and locations within the Forgotten Realms (Faerûn). The campaign revolves around the Spell Plague, the resurrection of Karsus, and central conflicts within the city of Waterdeep, along with key characters such as Arimier and Lysara.

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📕D ragonsphere END OF THE DRAGONSPHERE Overview Player/Main Characters: Arimier of House Rillyn - High Elf Gestalt: Assassin Rogue and Blade-Singer Wizard Lysara Verdun* - Elvish-Lineage Simic Hybrid : Drakewarden Ranger...

📕D ragonsphere END OF THE DRAGONSPHERE Overview Player/Main Characters: Arimier of House Rillyn - High Elf Gestalt: Assassin Rogue and Blade-Singer Wizard Lysara Verdun* - Elvish-Lineage Simic Hybrid : Drakewarden Ranger *Lysara in a new player to DND and as such I have written the campaign so that she will be taking the lead role in the setting, with Arimier being a more veteran player, he will be taking a secondary protagonist archetype. Plot-Centric NPC's Breccar: Human Samurai Fighter On the hunt for Therseris, who he believed to be nothing more than a crazed paladin, who razed his village over a decade ago. Therseris: High Half-Elf Gestalt Paladin/Warlock Lived for centuries, fighting the Zhentarim as a paladin, before being banished to the Shadowfell. Here he forged a Pact with the soul of Karsus to obtain the power he needed to escape. This pact gestalted him into a Warlock, costing him his sanity. His pact-mark is the Spell Plague's corruption that runs from his left hand to left eye. He keeps the corruption as bandaged as possible. Campaign Overview Setting: Faerûn, in the Forgotten Realms. Set approximately a millennia after the events of Karsus' Folly (-339 Dalish Reckoning). Where the homebrew differs, however, is that instead of Mystra's Avatar being killed by Cyric and Shar, Karsus actually succeeded in the momentary usurpation of Mystryl's Portfolio. In doing so, the entirety of the Weave was destabilized and manifested into the creation of the Spell Plague. Karsus, strained by the infinitude of the Weave, turns into the Bleeding Stone, falling back to Faerûn, conscious and eternally trapped within a hell of self-creation. A half-millennia later, the newly formed Knights of the North hunt down the Zhentarim and Manshoon, however, they prove no match for him and are killed or banished to the Shadowfell. There, Therseris- a High Half-Elf Oath of Vengeance Paladin, swears into a pact with the Spirit of Karsus, Gestalting himself into a Vengeance Paladin/Great Old One Warlock. This pact allows him to survive the Shadowfell, where time passes differently than the Material Planes, for eons. However this pact was not without cost; Therseris, now with the power of his patron, escapes the Shadowfell back into Faerûn- five centuries from when he was banished (to present day, 1492 Dalish Reckoning), however, he had become a catalyst for the Spell Plague, his body housing the corrupted and latent power of his patron, Karsus, who seeks his own resurrection believing that the war that led to Karsus' Folly was still going on. Therseris, however, had only the single goal of finding Manshoon and killing him, for the massacre of his people, the Knights of the North, and for the centuries of torment in the Shadowfell and his own corruption. Key Elements Central Conflict: Therseris sealed a pact with the spirit of Karsus, who seeks resurrection to finish a war no-longer being fought. This directly results in the Spell Plague returning to Faerûn, resulting in a race against time to seek out the source of Therseris' corruption and end the Spell Plague once and for all. Karsus seeks to resurrect from his prison in the Karsestone, requiring the reunification with his spirit within Therseris, and his body entrapped in the Karsestone. Karsus believes the Phaerimm and Netheril Empire are still at war, not understanding that the Netherese fell over a millennia ago. Karsus is the source of the Spell Plague, and as such, Therseris remains the physical catalyst for its spread. Factions: Zhentarim: Split by a schism, the two sides wage a civil war between the Black Network led by a simulacrum of Manshoon (True Evil), and the Doom Raiders led by Davil Starsong. Knights of the North: Veterans of Myth Drannor, the Knights were once heralded as saviors of the free people of Faerûn centuries ago. Now seemingly little more than a myth told to children. Xanathar Guild: A guild of thieves and cutthroats, whispers amongst the dock workers of Waterdeep say they're the racket that really runs the city. Lord's Alliance: The Lords’ Alliance is as much a political coalition as it is a faction for adventurers. It is predominantly made up of nobles along the Sword Coast in cities like Mirabar, Neverwinter, Baldur’s Gate, and Waterdeep. They are strict and utilitarian, and care more for stability than they do justice. Nevertheless, some members of the Alliance have altruistic motives, such as the Open Lord Laeral Silverhand, who kindheartedly seeks to better the lives of her people. Harpers: The Harpers are a group of spies that that spread the message of equality and oppose tyrants and all who abuse power. Remelia Haventree of House Ulbrinter is their leader, and she possesses a manse in the North Ward of Waterdeep. Order of the Guantlet: The Order of the Gauntlet is a holy order of knights that follows the teachings of gods of justice like Tyr and Helm. They seek to destroy fiends and undead, as well as monsters and cultists that commit unjust deeds. Bregan D’aerthe: This mercenary band of all-male drow is led by Jarlaxle Baenre, and he sells their services to the highest bidder… unless he commits their blades to one of his own cunning plots. Jarlaxle’s goals are selfish, but not exceptionally evil. He only considers drow for membership in the Bregan D’aerthe, regardless of gender in this case, but he might be persuaded to let a non-drow join if the circumstances were right. Player Hooks: The players become embroiled in a conspiracy for both major and minor factions in Waterdeep to take control of the city from the Lord's Alliance that oversee the city. A mysterious swordsman and rumors of a haze that brings sickness begin to circulate within the city. The warring factions make their move, and the players must choose a side. However the rumors of the swordsman, for better or worse, prove true. A culminating showdown forces the city to evacuate, those caught by the miasma are consumed in raw magical corruption. The players must band with survivors to escape by land, sea, or underground. Locations: Waterdeep: Following a mysterious haze a week out from the outskirts of the grand coastal trade city, conspiracy and coups are the nature of the beast as people navigate the deadly underbelly of the city. Faerûn, 500 years ago: A surreal glimpse into the past, and a hint towards their future. M th D ’ R i H li th t th t h t d d h l ft f tt d h Myth Drannor’s Ruins: Here lies the past that a haunted swordsman has left forgotten, and where the trail to the source of the Spell Plague truly begins. Karse: The ruins of a centuries-old city, inhabited by an ancient lich hell-bent on ensuring that the tall- butte of red stone it was built around is never disturbed. Surrounded by the Dire Wood. Dire Wood: Once a lush forest surrounding the now-ruined city of Karse, necromantic energies from a failed spell corrupted the land into something sinister and decaying. Karsestone Chamber: A cloistered chamber inside of the butte that Karse was built around. This chamber houses the Karsestone, a large luminescent-white stone with a crack running along the top. The stone pulsates as if it were a beating heart, eschewing a silvery liquid that pools at its base. This pool flows out of the chamber, from silver to blood red, and to the base of the butte, in what is known as the Heartblood River. This liquid is thought to be the only remaining source of Whole Magic, granting players limited access to 10th-level spells. Character Integrations Player Dossiers Arimier i. Alignment 1. Chaotic Neutral ii. Background 1. Noble iii. Faith 1. Fey Court iv. Personality 1. Despite my noble birth, I do not place myself above others. We all have the same blood. 2. My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. v. Ideals 1. I will follow my contract to the letter and do what must be done to complete it. vi. Bonds 1. I will face any challenge to win the approval of my family. vii. Flaws 1. My moral compass is mostly nonexistent, so I depend on my contracts and my word to define how I should act. viii. Backstory 1. Born into a noble family of House Rillyn who excelled in secrets and assassination, Arimier’s childhood was spent being trained by his father Azimon in espionage and death, much to his displeasure. Arimier much preferred to follow in his mother, Thimeia's footsteps and peruse magic and the life of the scholar, and to a lesser extent the trade of secrets. However Arimer kept at his training at both paths to keep his younger sister Teresa out of the life. While he loved his family his father's training was harsh and highly abusive leaving with many scars both mental and physical. Despite his harsh training he would find time to play and teach his younger sister, though he would never tell her anything about what he went to to ensure she didn't under go the same treatment, though deep down he had a feeling she knew what his daily life entailed. The training only became worse when his father discovered he was not solely focused on the path of an assassin. Arimier found comfort in the woods and the strange beings that would heal and console him, which he would later discover were Fay. while they never traded names the fay would teach him and play with him. By the elven equivalent of 16 he was fulfilling family contracts and gathering secrets and committing espionage for the family. He would soon discover that his sister was being secretly trained by his father. While his father was impressed that he discovered this information, he would put them against each other in a duel. Arimier never being able to hurt his little sister won the duel by remaining hidden within the house fore 3 weeks utilizing both stealth and magic, and some tricks taught to him by the fay. After the duel Arimier then challenged his father for the title of the head of the family by a wager. He would set out and establish himself in Waters Deep and earn the title of a noble there and prove that his way works, and in return his father would not subject his sister to anything threatening. On his journey Arimier would take a contract involving a revenant and kidnapped noble boy, he would come across a Merchant named Geoff. he would invest into the store Geoff's jubilee, mostly because he fond the man amusing. Lysara Verdun i. Alignment 1. Chaotic Neutral ii. Background 1. Criminal/Spy iii. Faith 1. -- iv. Personality 1. The best way to get me to do something is to tell me I can’t do it. 2. I am incredibly slow to trust. Those who seem the fairest often have the most to hide. v. Ideals 1. Freedom. Chains are meant to be broken, as are those who forge them. (Chaotic) vi. Bonds 1. Someone I loved died because of a mistake I made. That will never happen again. vii. Flaws 1. If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it. viii. Backstory 1. Lysara Verdun was born in the lush, yet precarious jungles of the Simic Biosphere, a place of wondrous innovation and delicate balance. Her early years were marked by an almost innate curiosity about the natural world and a deep-seated need to test her limits. Her hybrid heritage gave her an unusual connection to both the arcane and the primal, but it also meant she had to prove herself continually in a society that often judged her by her origins. Her defining moment came in the form of a tragic failure. When Lysara was young, she was entrusted with the care of a delicate, magical construct—an intricate and rare creature that the Simic saw as a symbol of their harmonious progress. Due to a lapse in her concentration and a reckless desire to prove herself, the construct was lost during a critical experiment. It was not merely a failure; it was a disaster that led to the death of someone she held dear, a mentor who had believed in her potential. The weight of that mistake haunted her. It was a constant reminder of the fragility of life and the high stakes of responsibility. This event forged a deep resolve within Lysara: to never let such a failure happen again. She became fiercely determined, channeling her grief into a driving force that made her meticulous in her efforts to protect and preserve life, whether it was through her draconic companion or the creatures of the wild. Her quest for redemption and freedom drove her to embrace a life of unpredictability and chaos. She found solace in the companionship of a drake, an ancient creature with whom she shared a deep bond. Her drake, named Theros, was her steadfast ally and symbol of her commitment to protect the innocent and challenge oppression. Lysara’s bond with Theros was not just one of control but of shared freedom and mutual respect, mirroring her own ideals. Despite her passion, Lysara was slow to trust. Her past failures made her wary of those who seemed too perfect or too trustworthy. The fair and the noble often hid dark secrets beneath their polished exteriors, and she had learned to see through the facades that people wore. Her life was governed by an unspoken rule: if she was told she couldn’t achieve something, it became her singular focus to prove otherwise. Plans and strategies were foreign concepts to Lysara. Her chaotic nature meant that she often operated on instinct rather than premeditated schemes. A plan would be forgotten or ignored in the heat of the moment, replaced by spontaneous action driven by her draconic instincts and her own whims. While this sometimes led to unconventional solutions and unexpected victories, it also made her an unpredictable ally and a challenging leader. In the wilds and the cities alike, Lysara Verdun moves with purpose and resolve, driven by her need to break the chains of oppression and protect those who cannot defend themselves. Her past mistakes have shaped her into a relentless guardian, and her chaotic approach ensures that she remains a force of change and freedom. Despite her struggles with trust and adherence to plans, Lysara’s unwavering commitment to her ideals makes her a formidable and inspiring figure in a world where chains are meant to be broken, and those who forge them are destined to be challenged. Dynamic Relationships Ai i Arimier Meloon Wardragon (Personal friend) Geoff (Personal friend) Yagra Stonefist (Unrequited love) Davil Starsong (Acquaintance) Lief (Poltergeist with warforged body) Durnan (Friend) Volo (Friend) Renaer Neverember (Acquaintance) Floon Blagmar (Acquaintance) Teresa (Sister) House Rillyn Lysara Verdun Davil Starsong (Zhentarim leader/Doom Raiders) Yagra Stonefist (Zhentarim Lieutenant/Doom Raiders) Zhentarim Doom Raiders (Member) Theros, Drake companion (will be forced into a pact to save her from corruption of Spell Plague, gives up the physical aspect of what is held most dear). Therseris Knights of the North (former member) Breccar Therseris (Sworn enemy) Teresa Arimier (Brother) Arden Vaelor (fiancé) House Rillyn Theros Lysara Verdun (Pact-partner) Arimier (Acquaintance) - Lysara’s Pact Sigil Campaign Phases Campaign Phases Prologue: A Fragile Peace With the position of Open Lord of Waterdeep abdicated, factions are making power plays and increasing hostilities. Civilians are regularly caught in the crosshairs Act I: The Chains that Bind Manshoon may be defeated, but not without imparting a last gift to Therseris, casting the Banish spell, Therseris is chained in time and space. Losing control of the Spell Plague, the corrupting magics shattering the dimensional separations between the Extradimensional Sanctum and the Material Plane and causing the Spell Plague to encompass the whole of Waterdeep. The party must ensure escape at all costs. Act II: Past Revealed The party finds themselves crossing into the Northern Expanse and Anauroch Desert to the Northeast of Waterdeep. Here they stumble into the ruined outskirts of Myth Drannor. If they push into the ancient elven ruins, they learn of the past of Therseris, and his ties to the millennia-old city. A t III E d Ti Act III: End Times Therseris has eroded the fabric of reality enough to make escape possible as the party nears the end of their arduous journey to end the Spell Plague. This begins the end game timelines. Ending [A] is the prime timeline for this adventure, and introduces the divergent timeline mechanic. Karsus and Therseris merge into Sin, a gargantuan beast that destroys the prime timeline when defeated. In doings so, the characters awaken at a point before entering Act III, repeating (with variation) Act III for each consecutive ending notated by [brackets], sequentially from [B] through [E]. Refer to the “Campaign” section for plot hooks and story beats for each timeline as it relates to each Act. Refer to the “Singularities” section for plot hooks for each ending. Homebrew Additions Mechanics & Homebrew Additions Pact of The Bleeding Stone Mechanics: Drinking the silvery-white liquid from the Karsestone enters the PC into a warlock-pact with Karsus. In exchange: full-caster receives 1 10th-level spell slot with a single spell of their choosing from the appropriate spell table, recharge on 95-100 [roll 1d100] or DC30 Constitution Save (if attempting to cast without a spell slot), DC increases by 10 per consecutive casting with no spell slot. Failure, caster takes 4d10 necrotic damage half-caster receives 3 5th-level spell slots with two spells of their choosing from any spell list. Spell slots recharge on recharge on long rest or DC20 Constitution Save (if attempting to cast without a spell slot), DC increases by 10 per consecutive casting with no spell slot. Failure, caster takes 2d10 necrotic damage non-casters receive magic resistance to fire, cold, thunder, lightning. Vulnerability to radiant, necrotic, and psionic Fate Points System: Players can earn Fate Points through heroic acts or fulfilling personal goals, which can be used to influence critical moments. Fate points behave like inspiration with the added option of choosing to succeed on a roll the player would otherwise fail (can be used after roll/bonuses, but before results are declared by DM). Cannot be used to counter a legendary action or resistance, however, cannot be countered in that same vein. Divergent Timeline: At the destruction of the prime timeline, Sin will enact an attack channeling the power of the Netheril Empire and the Watchers, and create a series of divergent timelines. These timelines progress sequentially and entirely independent of each other. Timelines are notated by [letter] corresponding to which alternate timeline the party finds themselves in. Players retain concepts between iteration each time they awaken within a divergent timeline (i.e. memories, heartbreak, longing, sadness), however they may not understand why. Each time a character awakens in a new timeline, they carry something primal within them, finding themselves humming a tune that almost breeds familiarity however the feeling remains incomplete until the final tim[E]line. Answering the call of this harmony within the hearts of the characters is intrinsic to attaining the next timeline. The Watchers spread the Red Eye Disease to any Man who dares to call the tune within their heart, driving victims of the affliction to slowly losing oneself as their voices are overwritten into obedient silence. Hatred Drives You, 📘C ampaign But Sadness Fills Your Soul Prologue Chapter I Verse I 1. Fall, 1492 DR - The party begins their adventures as part of a caravan, escaping war to the south, hoping to find refuge in Waterdeep. A quiet morning, like many others during their months-long trip, was upended as they had been beset by bandits. During the battle, the party urged the caravan ahead to the safety of Waterdeep. The assailants are felled as a strange miasma begins to roll in, settling like a morning fog. 2. Fall, 1492 DR - Arimier, the sole survivor of the ambush, is consumed by the strange vapors. His magical essence waning, he portends a vision of ancient floating cities engulfed in war with worm-like beings. A flash, then silence. The cities begin to fall. As the ensuing shockwave washes over him, he sleeps. Verse II 1. Winter, 1492 DR - Arimier awakes in a dimly-lit room, his effects stowed away beside him. As he collects his surroundings, he notices a grizzled warrior sitting beside his bed. A savior? The man explains that he happened upon Arimier as he was tracking a half-elf. Reports concluded that where this strange fog was present, so was his mark. Dismayed that Arimier had no knowledge of any half-elves, he explained to him that he had been unconscious for the better part of three months. 2. Winter, 1492 DR - Arimier collects his belongings and exits the room, finding himself in a bustling tavern with a gaping may as the centerpiece of the main floor. Here, he is reunited with a man from his past in Baldur’s Gate; Meloon Wardragon. Amidst their catching up, a brawl breaks out between opposing street gangs, members of the Xanathar Guild accost a half-orc from the Zhentarim. Arimier intercedes on the half-orc’s side, and help quell the outbreak, however the cacophony draws a troll from the depths of the pit. 3. Winter, 1492 DR - As patrons flee, Arimier, the tavern-keep, and the half-orc engage the beast, felling it and disposing back into the depths. The two identify themselves as Durnan and Yagra Stonefist, respectively. Durnan explains that the pit is an ancient, by human standards, entrance to the Underdark. As conversation dies down, Arimier is hailed by an eccentric individual who introduces himself as Volothamp “Volo” Geddarm., an explorer and author of some renown. He conscripts Arimier to track down his friend Floon Blagmar, fearing the worst after a rather savory night out. Verse III 1. Winter, 1492 DR - Arimier steps into the biting winds and frigid air of the winter night beginning his search. Following a tip from Volo, Arimier makes his way to the Old Xoblob Shop. Here Arimier is able to sus out additional clues after some shopping to present himself as a customer of goods, and information. Two items he purchases is a well-preserved kerchief embroidered with “K.o.N,” and a vial with a red, viscous, fluid. (Karsus of Netheril, tarrasque blood). 2. Winter, 1492 DR - Following clues from the shifty merchant, Arimier happens upon a Zhentarim warehouse, staffed with kenku guards. After a short assault of the warehouse, Arimier searches it to find two distinct things: the insignia of the kenku differed from that of Yagra, and a barrel whimpering in fear. Opening the barrel, Arimier finds a bound man that matched the description of Floon, however stated his name was Renaer Neverember, the bastard son of Open Lord Dagult Neverember. He recounts the night to Arimier, stating that Floon and himself were accosted by members of the Xanathar Guild and separated. He believed that a case of mistaken identity led to Floon’s kidnapping by the guild. 3. Winter, 1492 DR - Returning to Volo with Renaer, Arimier pleads to Yagra for aid, detailing his findings at the warehouse. Explaining that the Zhentarim are amidst a schism in leadership, Yagra agrees to aid him as their goals were temporarily aligned. Hunting down a Xanathar hub, the pair manage to successfully kidnap and interrogate a Xanathar agent, extracting the location of their guild hideout. Arimier, Yagra, and a small detachment of Zhentarim agents infiltrate the hideout and neutralize its occupants, freeing Floon in the process. A mindflayer in the service of the beholder Xanathar managed to escape. The group return to Volo the following morning, where Arimier is awarded with the Doom Raider Zhentarim’s good graces and a deed to an old alehouse. Verse IV 1. Winter, 1492 DR - Arimier finds the alehouse to be haunted, however is able to make peace with the spirit, a previous owner of the business. Using it as temporary lodging, he begins work on contracting out repairs necessary to restore it to a functional state naming the establishment Spectered Spirits. A few weeks go by, and b y a twist of fate, Arimier inadvertently breaks a curse placed upon his familiar by the Fey. An old friend by the name of Geoff, from a past adventure to save a noble’s child from a revenant. As it happened, Geoff had ran afoul of the Fey and had cursed him to the form of a raven. Happily reunited, Arimier allows Geoff to open a shop within the alehouse. 2. Winter, 1492 DR - The following morning, Arimier is awoken by the sound of an explosion rattling his windows. Stepping out, he finds the scorched remains of a neighboring shop. After preliminary investigations of the witnesses, he is stopped from further interference in the scene by Sergeant Cromley of the City Watch. Following up on the information he received, he heads to the Magistrates Office, disguising himself, and finds Barnibus Blastwind, the Chief Magistrate and Cromley’s direct report in magical crimes. Posing as a witness with additional information, he strikes a bargain with the Magistrate to turn a blind eye to the Doom Raiders’ activities in exchange. Gleening the additional information that the Temple of Gond is where one would find magical constructs in the city, Arimier sets out to his next destination. 3. Winter, 1492 DR - At the temple, Arimier finds a priestess who, exacerbated by the details he provided, takes him to the attic to address an errant automaton. Using sign language, the automaton explains that it was chased by an unknown assailant for an item it carried. The assailant had hurled a bead that resulted in a fireball explosion in the city streets. This explosion caused it to drop the item it transported, the Stone of Galorr, which was said to act as a key. Disturbed that such an item could be so coveted that someone would risk open destruction of the city, Arimier takes his leave. Pondering the revelation, Arimier decides to hunt down the stone, however details were few and far between. Resigning to himself that this may indeed be a lost cause, Arimier instead returns to the Yawning Portal to speak with Yagra, taking on contracts for the Doom Raiders. 4. Winter, 1492 DR - These contracts see him assisting a few individuals, and reconciling issues between a family of traders from Baldur’s Gate. Notably, Arimier is able save a noble from being poisoned by the Doom Raiders’ potion-maker, who was actually a turncoat for the Zhentarim’s Black Network, the other faction within the guild’s internal power struggle. Arimier is also able to track down the noble family’s son, who had become infected with a feel-disease, turning him into a were-rat. Arimier is able to convince the son to reach back out to his family, to ensure them he is okay, and that his affliction is not one of detriment or inconvenience. Verse V 1. Winter, 1492 DR - New details finally emerge in Arimier’s investigation into the missing Stone of Galorr, presented by Davil Starsong of the Doom Raiders. A noble family tied to the Cassalanters was set to auction the stone to the guilds openly vying for power amongst the city, and with it, the revelation of what the stone actually is. The Stone of Galorr is a key used to access a vault deep in the Underbelly of the city, constructed by the late Dagult Neverember, containing over a half-million gold and treasures. For common street gangs like the Xanathar Guild and Zhentarim factions, this provided financial power, but for the nobles of the Lord’s Alliance, this was more symbolic of political power. 2. Winter, 1492 DR - Arimier followed these details to Gralhund Villa, stealing his way inside in the dead of night, Arimier is met with a grizzly sight in the domicile’s foyer. A half-elf wielding a greatsword coated in the blood of the slain villa guards. Only exchanging a few words, the pair push further upwards into the villa, and engaging the remaining guard detail. A brutal fight ensues, however, without the answers he was searching for, the half-elf takes his leave, only giving his name when pressed. Therseris. Arimier finishes his search yielding knowledge of an arcane circle within the villa, and a talisman that acted as a gateway key to the circle. 3. Winter, 1492 DR - Concluding his search, Arimier sets fire to the villa to cover his tracks and destroy any evidence of wrongdoing, before returning to the Yawning Portal. Verse VI 1. Winter, 1492 DR - Arimier requests a meeting with Yagra and Davil, a young simic hybrid is bid to leave the room and await further orders in the main area of the tavern. Arimier details his findings and, believing that he may have an idea where the arcane circle linked to, enlists their aid. At the same time, he sends off a missive by way of a messenger serpent to the Magistrate calling for the additional aid of the City Watch. The meeting is cut short by a seismic shockwave reverberating throughout the city. In a panic, the trio immediately follow the source to investigate. Not one to sit alone, the simic hybrid elects to follow to the chagrin of her superiors. 2. Winter, 1492 DR - The group finds their way to Kolat Towers, where snow fall had once rested atop a barrier that encircled the structure, had now began to flow freely down. Pressing their way inside, the party engages with members of the Black Network who had taken up refuge in the abandoned towers. Partway through, the party is joined by Barnibus Blastwind and Sergeant Seth Cromley, who confirm the exterior is surrounded by members of the magistrate and city watch. The group pushes further in, crossing paths with Therseris who joins them for personal reasons, finding a much larger arcane circle in the second tower only accessible by a dilapidated wood bridge. Using the talisman, Arimier is able to activate the arcane circle and steps through. 3. Winter, 1492 DR - Inside of a pocket dimension, Arimier and the group exits the arcane circle, a teleportation circle, into a sanctum. Here the stakes are higher as fierce battle erupts between the party and the Black Network. This directly results in the death of Barnibus Blastwind. Collecting themselves, the party pushes into the dining hall of the sanctum, and to everyone’s surprise, finds Manshoon, an evil wizard who’s name appeared every few centuries as a harbinger of chaos. Therseris jumps into the fray, his target finally within his sights to settle a long- standing grudge. The battle is fierce, however, Manshoon is able to repeat history in a twist of irony, casting the spell Banish and causing Therseris to be chained. 4. Winter, 1492 DR - The battle is hard fought, but the simic hybrid, in a moment of uncertainty, manages to land the fatal blow on Manshoon, drawing the battle to a close. With her young drake companion, she heats the edge of her ax with dragon fire, planting it squarely into his chest. Manshoon’s death cry was little more than gurgling of his blood. Therseris, in his blinded rage, fails to keep latent powers in check, and a familiar purple miasma begins to exude from his bound form. With little option left, and no way to free him, the survivors make their escape from the Sanctum. Speak not the Watchers Act I Side-story: Arimier Missives from Baldurs Gate Setup Political turmoil erupts in Baldurs Gate, affecting its military-noble families, including House Rillyn. House Rillyn provided a mercenary force for the city, as well as regularly engaging in clandestine operations and political assassinations. Teresa had escaped the sacking of the noble families, going into hiding with her betrothed. Plot Elements Upon arrival in Baldurs Gate, the party is pursed by assassins, revealing that remnants of House Rillyn are still being actively hunted by their enemies. Arimier is confronted by his parents, who resent his absence, however their pain is rooted in love and loss rather than hatred. A surviving member of House Rillyn betrays them to rival houses, believing that Arimier’s return signals further doom. Side Quests & Key Moments Shadows of the Past A hidden cache of House Rillyn’s assassination records and contracts must be retrieved before they fall into enemy hands. A Letter Never Sent Arimier finds an old letter from Teresa, unsent, asking him to abandon his foolish wager and return home years ago, when things began to first fall apart. The letter is found in the charred remains of the noble estate, singed, mostly illegible, but a couple excerpts have remained intact. “...Do you ever find yourself longing, as I do, for the lives we had so long ago? If you could, would you even return? I dreamed of you Arimier, of the doting older brother who ensured I was spared the rod of House Rillyn, dreaming you came home to your family......But I think, if you ever do, you will not find the same sister you left behind...” The Betrayer’s Hand A cousin of Arimier, still loyal to House Rillyn, is revealed to be the one who sold them out. The party must decide whether to spare or kill them. Fate of Rillyn Arimier and company follow clues to the location of Teresa and her betrothed, written in a cipher they had developed in their youth. The last safehouse of House Rillyn is sieged, despite their best efforts, the party is unable to save the remaining members of House Rillyn-including his parents. Teresa and her betrothed join the party, traveling east to escape the remnants of the war. NPC Addition Betrothed: Arden Vaelor of House Vaelor A noble of Baldurs Gate, House Vaelor was one of the minor houses that trained under House Rillyn. When contention broke out between the Houses, House Vaelor sided against House Rillyn, their intimate knowledge of Rillyn’s militaristic practices playing a key part in its downfall. Betrothed to Teresa after Arimier left, Arden saw her as his guiding star and swore to protect her in all things. The marriage was arranged between the two houses as a point of pressure to absorb House Vaelor and grow House Rillyn’s influence. Unlike Arimier, Arden is not a fighter, but rather a poet, a man of words who wants nothing more than peace. The war stole his dreams, forcing him to take up a blade to fight for their survival. Personality and Role: Eloquence Bard Idealistic, Romantic, and loyal to a fault - Arden sees Teresa as his entire world and will not hesitate to sacrifice everything for her. Grows increasingly unstable - As he begins to hear the Watchers’ voices, he desperately clings to the idea of resurrection, believing it must be the only way to save her from the aftermath of things to come. The Final Tragedy - When Teresa is mortally wounded, Arden falls to despair. Given the choice, he places her into a Seed of Resurrection often sung of in legends of yore. Sentimental Sister: Teresa of House Rillyn A noble of Baldurs Gate, and sister to Arimier. As all members of House Rillyn receive martial and clandestine training, her future was a point of contention to Arimier, who himself had received numerous abuses as a child and young adult, in the name of training for the future of House Rillyn. Wanting to spare her this fate, he instead took up a wager against his father. Winning the Wager, Arimier departs and instead Teresa receives formal education and training under the House Clerics, rather than undergoing the life of an assassin. “A proper Rillyn does not simply wield a blade. She must know how to stitch the wounds she leaves behind.” “And if I do not want to leave wounds at all?” “Then you will be no one.” She learned to heal, to call upon divine magic, to mend broken bodies and soothe fevered minds. She learned how to kill, not with a blade, but with a soft voice and a hand that could decide whether the wounded lived or died. She prayed, not because she had faith, but because it was expected of her. Some years later, a marriage was arranged between House Rillyn and House Vaelor; Teresa’s hand in exchange for increasing political influence. Side-story: Lysara Prices Paid Setup As the party flees Waterdeep, Lysara is afflicted by the Spell Plague and begins to succumb to the Red Eye Disease. Her mind slipping, her perception of reality begins to warp- whispers begin to pervade her thoughts, the first direct contact with Watchers, seeking to claim her as one of their own. Just as she is about to fully lose herself, Theros forces her into a pact- a desperate gambit to save her from the Red Eye Disease. The Price: Lysara loses the ability to feel love, her emotions numbed. She can remember what love felt like, but she can never feel it again. The Consequence: Lysara’s life becomes intrinsically intwined with Theros- if he dies, so does she. Effects Lysara becomes immune to the Red Eye Disease, unable to be controlled by the Watchers Her memories of love become hollow recollection - she can speak of them, but they feel like stories, alien to her, more than lived experiences. She does not immediately realize what she has lost, but over time, begins to notice the emptiness Side Quests & Key Moments The Hollow Chest The party encounters a dying man searching for his wife, and Lysara offers to help- but feels nothing when he is reunited with her. Echoes of the Mentor The party comes across the biosphere that she was raised in, finding little more than ruins and destroyed jungles after war had found it. She comes across a message left behind by her fallen mentor-the one she accidentally caused the death of. Though she remembers the love she had for them, she feels nothing now. realizing her grief is forever incomplete. A Blade That Never Shakes During battle, Lysara fights recklessly, almost dying. Theros intervenes, saving her but scolding her for treating her life so carelessly. “You act as though you’re already dead.” “Maybe I am.” This moment solidifies her bond with Theros. Interlude I Side-story: Intoners To know the story of the Intoners is to know the creation of the Flower 1. In the early eons of Creation, before the recording of history, the Angels crafted a Flower and the Flower did birth the Intoners, or so the scriptures of the Cult of the Watchers teaches. This is not entirely the case. The reality is much more dire to the history, and future, of the world. 2. Angels did indeed craft a Flower, however it was not perfect. It was crafted with a level of sentience beyond the malice of God, but it could not understand the reason for its creation. In its frustration, this Black Flower took root the world over, searching for the answers to questions it could not form. This Black Flower took root next to a stockade within a city crafted by the hands of Man. Within these stockades were bound six young women. Brutalized and tortured when the most recent of the six women awoke and saw the five around her she could not help but ask, and the Flower did listen to an exchange not meant for it. 3. During the exchange, four of these women grew weaker each moment, their wounds causing their eternal slumber. At last the conversation ended with the fifth joining the others, and thus the newest prisoner left to her end was alone. But the Flower knew it was with her, for it heard their pleas, felt their pains, and swore to unleash their fury. 4. As the last woman drew her last breath, she caught sight of something odd, a flower blooming in front of her, as her half-lidded eyes finally shut. The Black Flower took root inside of the woman. 5. Some time later, the woman awoke, harboring no knowledge of where or when she was, or even who she was. All that she knew was that something inside of her felt wrong. Over many months, she pondered what it could have been, experimenting with her form and finding that no matter what damage she suffered, she would be healed and reformed in only a short matter of time. This deeply disturbed the woman, and she turned to more extreme measures. Using crude instruments, the woman surgically opened herself, attempting to remove the thing inside of her. But sensing the danger of this act, the Black Flower stripped her of her will long enough to enact a plan while the woman healed in slumber. 6. As she slumbered, the Flower bloomed once again, sprouting from her form. As its petals opened, five girls were birthed from the Flower’s pistil, each bearing a brand on their foreheads denoting a number. These five would awaken, and now as sisters, set off, the Flower’s insurance secured. Leaving a fragment of itself bound to the very being of the slumbering woman, the Flower lifted its roots and left back into the world seeking more answers to questions unknown. The Black Flower’s parting gift was the branding of a “Ø” upon the woman’s forehead. Side-story: The Flower Centuries pass, and Man praises the Intoners as saviors against the Greed of fellow Man. 1. Centuries after the birthing of the five child-like sisters, the Intoners set out upon the world, witnessing Greed, Envy and Wrath dominate Man as kingdoms rose and fell. Seeking to right these injustices, the sisters set out upon the Barons of the land, slaughtering those that would not yield to the betterment of their subjects. This led the sisters to the founding of Cathedral City, what would become the veritable capitol of the lands and home to the academic furthering of magic studied from the Songs woven by the Intoners. 2. Under the guidance of the young sisters, the capitol and surrounding lands flourish, but hidden away deep beneath the city the Black Flower flourished away from the knowledge of any living creature. One day, while a servant was b h lf hh d l k h df d h h l d d ll b dh dh busying himself with his daily tasks, had found the passages that led to its dwelling. His curiosity bettered him and he happened upon large stone doors. Finding their placing odd in the cavernous passages he pressed them open. 3. Slowly the doors gave way, releasing a a wave of malice. Terror swept over the man as hands an arms shot out, claiming him. The Intoners felt something unknown yet known to them; a feeling of dread and fear mingled with familiarity. The sisters hurried to find the source. 4. A violent battle ensued as the sisters discovered the cause of these unknown sensations, the conflict extending out into the city, claiming the lives of many a scholar, noble, and citizen. 5. Far off, Zero rode her dragon to Cathedral City, unknowingly into the fray as her only desire was to kill her sisters. Finding the conflict in the streets of the city, she joined a temporary truce to quell the larger threat, however this too proved too much for their combined might. 6. With little recourse left, the five Intoners began to Sing as Zero was incapacitated. These songs brought forth manifestations of the Angels. However this Song was not without price. This singular act took more than the sisters were able to give, stealing the youth of their child-like forms until they aged into adults. 7. The Angels pushed back the beast, securing it back within the lair deep beneath the city. When Zero awoke, the Angels had exhausted their energy and were unsummoned. Quickly she ordered her dragon to enact a seal upon the doors. Before being whisked away, too weak herself to finish her original task. 8. A harsh realization washed over the five sisters, and thus they retreated to their cloister to Sing once more for guidance. Though the Angels did not answer their prayers, they were heard. 9. Thus the Angels began to Sing their own melodies, the Seven-thousand Hymns, to recreate the proto Black Flower into The Flower. Draw not the Watchers Act II Side-story: Arimier Cruelty of Fate Setup Teresa and her betrothed are devoted to each other, their love remaining a beacon of light despite the growing horrors they face. However, Arden grows increasingly desperate, sensing as if fate itself is working against them. A growing corruption follows them, with the Spell Plague and assassins from enemy Houses becoming more frequent the further East they travel to escape. Plot Elements The couple struggles to find hope in a collapsing world, mirroring Arimier’s struggles to protect them. A deepening mystery arises: Why is a mysterious cult so bent on their annihilation, growing ever stronger the closer they travel to the Dragonspine Mountains? Arden begins to hear whispers in his mind, believing them to be the gods that shaped this world, do they proffer some divined wisdom? “Only the Seeds of Resurrection will save her from the hands of a cruel fate.” Side Quests The Sleeping Gods The party uncovers a Netheril Enclave buried deep under the ruins of Myth Drannor, learning of a failed attempt to resurrect Karsus following the War, linking to the “God before Gods.” A Blade for My Love Teresa’s betrothed asks Arimier to teach him how to fight, believing he will need to protect her at all costs. The Undying Seed The party chances upon a ruined monastery deep within the Dire Woods, the only surviving item the scriptures of the Orthodoxy. Thumbing through the pages reveals The Orthodoxy’s doctrine on the Seeds of Resurrection. Pushing deeper in, the party finally finds the ruins of Karse. Deep rumbles persist deeper within the ancient city, above, the sky darkens, a familiar shadow is cast upon the world as reality bends and breaks, a castle appearing in the clouds. No... Not clouds, The Spell Plague Manshoon’s sanctum breaks through reality once again, but this time something feels different. No more does it appear locked within space. Therseris, having regained some semblance of his former self descends as the mists of the Spell Plague begin to dissipate and the Sanctum hurtles off into the butte overlooking Karse, destroying the Karsestone in the process. Losing any potential reasoning, Arden draws Therseris into a fight, Breccar all too eager to see a score settled, joins the fray. Arimier and Lysara must make the decision to enjoin or to defend Therseris. As the battle begins to ramp up, so too does Therseris begin to lose his hold over the Spell Plague, infecting Arden and Breccar with the Red Eye Disease, increasing their own aggressiveness. An errant spell strikes Teresa, and the encroaching Spell Plague begins to sap her vitality and will. She is dying in Arimier’s arms. Strange orbs begin to descend by the thousands, almost like a slow snowfall, consuming non-natural matter until they come to rest suspended just above Creation. Side-story: Lysara Growing Wings Setup As the journey continues, Theros grows stronger, his form evolving. His body becomes larger, his speed and strength increasing, as if something greater is calling him to his true nature. Lysara watches him change, but does not fully understand what is happening-only that it feels inevitable. Major Turning Points Theros saves Lysara’s life from a mortal wound, revealing that as he grows, he is surpassing his old limits. During a fight with an aberration, Theros’ breath weapon shifts in color and intensity, becoming something otherworldly. The party comes across ancient murals in a ruined Netherese temple, depicting dragons in their final form-Chaos Dragons, divine servants of the Angels and Watchers. Theros begins experiencing moments of stillness, staring at the sky as if hearing something Lysara cannot. Foreshadowing Transformation Lysara begins to sense that Theros is hiding something. He starts to show hesitation, almost as if he knows what fate awaits him. Lysara, despite being unable to feel love, grows protective of Theros in a way that transcends emotion-it is duty, companionship, an understanding beyond words. “I may not be able to love you, but you are still the most important thing in my life.” “That’s enough.” Write not the Watchers Interlude II Sculpt not the Watchers Act III Side-story: Arimier flowers for the [B]roken spirit Setup Teresa lays dying in Arimier’s arms, not understanding of the reason chaos pervades the world when she was only just reunited with her brother. This potentially urges Arimier to join the battle. Either Arden or Therseris is killed, regardless, Breccar’s vengeance is ultimately cut short. If he survives, Arden will become so grief-ridden that he loses all reasoning. Recalling the ever-growing whispers in his mind and the Doctrine of The Orthodoxy, he collects Teresa’s lifeless form and carries her to a Seed of Resurrection. If Therseris survives, Arden and Breccar lay dead at his feet, but the Spell Plague finally ceases, his connection to Karsus finally severed. The Spell Plague is ended, left to fade back into nothingness, but the centuries of an indirect link to the Watchers leaves his body and mind weakened, as if a tapestry fraying at the edges. Arimier himself loses the will to push on any more. The whole reason he had set out from Waterdeep was inadvertently the cause of his sister’s death. Arimier may elect to place Teresa into a Seed of Resurrection, if he can find the willpower to do so. Arden, in his own grief at his fiancée's death, loses all reason and places her into the Seed. Therseris, seeing Arimier’s grief, recognizances it as one that once filled his own heart and set him upon this path. Before Arimier or Lysara can stop him. Therseris places Teresa into the Seed himself. “This is what you want, isn’t it? A world where she lives?” The Hands That Guide Fate If Therseris or Arden place Teresa into the Seed Strange, undecipherable text begins to swirl around the Seed as if creating a shell. The Seed pulsates with life, before a face emerges, the face of Teresa. Then her hands, arms, torso-before finally stopping to open her eyes. A faint smile plays at the corners of her mouth. If Arden, blind to all else, steps forward reaching up to her form calling her name that seemingly falls upon deaf ears. A prick in his abdomen, as warmth begins to trickle. Smiling in his confusion he chances a look down, a mixture of confusion and pain, three segmented tails ending in stingers sitting firmly within his stomach. Losing strength he slumps forward as the tails are retracted. If Therseris, happy to see the Seed of Resurrection bring the solution to Arimier’s grief, he steps forward to help pull her from the Seed, welcoming her back to the world. A prick in his abdomen, as warmth begins to trickle. Smiling in his confusion he chances a look down, a mixture of confusion and terror, three segmented tails ending in stingers sitting firmly within his stomach. Losing strength he slumps forward as the tails are retracted. The party watches on in horror as Therseris, the man who tried to save Arimier’s world, dies in the one act of kindness he had left to give. If Arimier, his own mental link to the Watchers allows him to decipher snippets of the alien script the glows and covers the Seed, “Seed... Destruction...” Understanding something is not right, he finds the strength to step back before Teresa emerges from the Seed. Teresa emerges, wailing in grief as the last vestiges of anything resembling her former self are overwritten by the primal lust for total destruction. Teresa is resurrected-but she is no longer human. Her rebirth is a grotesque horror, a mimicry of life, an aberration of love and grief. The party must fight her, despite knowing she was once their companion, knowing what this means for Arimier. Side-story: Lysara a [C]ompanion’s eternal farewell Setup Theros finally hears the Watchers’ call. He undergoes his final transformation into a Chaos Dragon, the ultimate form of all dragons who answer the Angels. In doing so, he must break his pact with Lysara, severing the connection that binds them. “I never wanted this.” “Neither did I.” “Then why are you doing this?!” “Because it is already done.” The moment the pact is broken, Lysara collapses, feeling as though a part of her very soul has been ripped away. Theros, now fully transformed, prepares to kill her-his final trial as a servant of the Watchers. Pact Partners, Turned Enemies Lysara must fight Theros, despite knowing she cannot win. Throughout the battle, she speaks to him, trying to reach whatever remains of the companion she once knew. Theros, though bound by the Watchers, still struggles. “You know me, Theros. You know me!” ”I did. But I no longer need to.” As the battle rages, Lysara begins to break. With the ending of the pact, she realizes she had forgotten to understand the feelings she had become so numb to. In the moment of her greatest sorrow, she feels something for the first time in years-true, unfiltered grief. “You had taken love from me, but even now, even like THIS, I know what you are to me!” With a decisive strike, Lysara lands a killing blow on Theros, severing his ties to the Watchers. Theros, freed at last, speaks a final time. “You found it again. Hold onto it this time.” Theros collapses, dying in Lysara’s arms as she cradles him. For the first time in years, she can feel love again. But the one she had come to love, in the way she understood love, is already gone. Sing not the Watchers Epilogue Route [B] Death on an Angel’s Wings Arimier His heart burdened by what was lost, burning with despair, he can only stand on the precipice of a cliff overlooking all that’s left of the world as he holds the monstrous form of his dead sister. Perhaps now we can enjoy one last sunrise together... Lysara can only offer silent condolences, fearing what the future may yet hold. Terror consumes Arimier and Lysara as they look on over the horizon as a grim truth is revealed. Seemingly emerging from all of the other Seeds that litter the world, thousands of copies of the grotesque Teres rise up into the sky on angelic wings, betraying their sinister intent. As death and discord are sown in unison across the world, the timeline ceases to exist, as if all of creation is snuffed out in an instant. From behind the inky blackness of nothing, a cacophony that unified into a single voice arose; a Song, sure its their own victory, then, nothing. a melody, clearer, less... disjointed... Route [C] The Baptism of Fire Lysara Tears streaming down her face, Lysara cradles Theros’ neck, refusing to accept his death. His final breath is carried by the wind, lost in the rising cacophony of a world in ruin. She does not speak, she cannot speak. There is nothing left to say. The moment she regains her capacity to feel, it is immediately stolen from her, drowned in the realization that she is already too late. The world trembles. The ground splits. The sky ignites. A low, unholy draconic wail fills the heavens. Across the horizon, hundreds-no, thousands -of Chaos Dragons rise into the reddening sky, answering the call of the Watchers. Great wings blot out the sun. The sky is no more but an endless abyss of writhing, shifting forms, each one more grotesquely perfect than the last. Columns of flame descend like divine spears, baptizing the world in a purging fire. Cities burn, forests reduced to ember, oceans boil-it does not matter. The Watchers have decided this world is unworthy of its existence. The call was never for Theros alone. It was for all of them. Their Final Defiance The remaining party members watch as the apocalypse unfolds. They know what this means. There is no stopping this. There is no grand battle, no desperate last stand. They could run, but there is nowhere left to go. “This is it then.” “It always was.” “Then we keep walking.” The party does not scream, they do not cry out. They simply walk forward, into the cleansing flame. Dragons descend, roaring as they consume the world in divine judgement. Everything burns. Everything ends. and yet... that familiar melody... something has noticed us. Call not the Watchers’ name 📗 Lore Wise Men Choose Death Before War, Wiser Men Choose Not to be Born. 📚 History of Faerûn Prehistoric Era: The Dual Mythos and the Origin of Cataclysm Cataclysm: As a weapon against humanity, God tasked the Angels to create dragons—proud, intelligent creatures—to act as instruments of divine wrath. However, their autonomy and arrogance render them uncontrollable, prompting the creation of the Flower, an entity entirely devoted to annihilation and only rivaled by dragons as equally divine creations. From Song to Orthodoxy: The Orthodoxy, a pantheon representing balance and cosmic order, emerges as a dominant faith among early civilizations. In stark opposition is the Song of Creation, which portrays a singular, omnipotent God driven by hatred for humanity and sentient life, aiming to erase these creations from existence. The Orthodoxy, comprised of thirteen mortals, challenged the Song, sealing God behind the Weave. In the end, it was only by entering into Pacts with the Dragons, binding their souls to these proud creatures, that these thirteen were able to seal the Song. This led the mortals to become deified by their common man, however over time, they too would grow indifferent from the rumblings of man and would choose to withdraw from the world. The Rise of the Intoners: The Flower imbues six women, known as Intoners, with the Power of Song—an ethereal force capable of reshaping reality and summoning monstrous Angels. These women, though wielding immense power, unknowingly serve the Flower’s will. Zero, the eldest Intoner, rebels against the Flower’s control. She allies with a dragon and seeks to eliminate her sisters to prevent the Flower’s ultimate domination. Her rebellion concludes tragically when her sibling, One's secret clone, kills her using a blade forged from dragon bone, severing her connection to the Flower. Formation of the Cult of the Watchers: Brother One, now under the Flower’s influence, founds the Cult of the Watchers. This organization worships God and its Angels while spreading the Red Eye Disease—a curse that drives its victims to madness and violence. Despite his eventual regret, Brother One’s attempts to end the Flower’s influence fail. His descendants unknowingly perpetuate the Flower’s corruption, while Brother One himself endures eternal torment. The Heroes’ Sacrifice and the Creation of the Weave: In a final bid to contain the Song of Creation and the Flower, a coalition of thirteen heroes form pacts with Dragons, merging theirs souls with the divine beasts. This act creates the Weave, all of raw magic reshaped into a barrier designed to protect reality. Mystryl, the goddess of magic, serves as its eternal guardian. Though exiled beyond time and space, the Watchers persist as a looming threat. Through subtle manipulations of alternate dimensions and timelines, they orchestrate plans to reenter and dominate this reality. Ancient History: The Rise and Fall of Netheril -3830 DR: The Netheril Empire emerges, becoming the apex of magical innovation and hubris in Faerûn. -2954 DR: Netherese arcanists achieve a monumental feat by creating the first floating enclave, a testament to their unrivaled mastery of magic. -696 DR: Karsus, a gifted arcanist destined to reshape the Weave’s history, is born. -475 DR: The discovery of ancient texts referencing the Seeds of Resurrection incites the Netheril War against the Phaerimm, who serve as guardians of the Seeds of Resurrection, as factions vie for access to a supposed source of Divine magic. -345 DR: Karsus, in desperation, casts the spell Avatar, temporarily usurping Mystryl’s power. This catastrophic act collapses the Weave, forcing Mystryl to sacrifice herself to restore stability. The Spell Plague ensues, as the Flower’s creations exploit the weakened barrier. -1 DR: The Spell Plague subsides as the Phaerimm retreat to subterranean realms, having feasted on the magical chaos. 0 DR: Mystra, reborn from Mystryl’s sacrifice, reconstructs the Weave with safeguards to limit mortal magic. Knowledge of the Heretical Mythos is erased from most mortal memories, relegated to obscure texts and fragments. The Middle Ages of Faerûn: Tumult and Transformation 500 DR: The Knights of the North rise as a legendary order, defending Faerûn from threats and earning a place in history as symbols of hope and valor. 700-800 DR: The Zhentarim exploit political fragmentation, rising to prominence as a shadowy network of power and influence. The Knights of the North and Zhentarim clash, resulting in Manshoon banishing those that survive the battle to the Shadowfell. 900 DR: Reckless magical experiments trigger localized resurgences of the Spell Plague, hinting at the ongoing fragility of the Weave. 1200 DR: The Dire Wood forms around the ruins of Karse, corrupted by necromantic energies unleashed during a civil war incited by a vindictive Netherese lich. The once-vibrant region transforms into a twisted wasteland. 1300 DR: The Lords' Alliance consolidates its influence across the Sword Coast, striving to maintain stability amid growing unrest and external threats. Modern Era: Prelude to the Dragonsphere’s End (1475 - 1492 DR) Therseris’ Return: Therseris, a half-elf bound to Karsus’ spirit through a dark pact, escapes the Shadowfell after centuries of torment. His return serves as the catalyst for the resurgence of the Spell Plague, with his corrupted body acting as its nexus. Factional Strife in Waterdeep: Waterdeep spirals into chaos as the Zhentarim fracture into warring factions, engaging in violent street battles that disrupt trade and endanger civilians. The Xanathar Guild expands its dominion through extortion and sabotage, while the Lords' Alliance faces mounting challenges in maintaining order, including an assassination attempt on a key political figure. These events converge to create a volatile battleground where power and survival hang in the balance. The Rekindling of the Spell Plague: Therseris’ corruption destabilizes the Weave, allowing the Watchers and the Flower to reassert their influence. The resulting instability threatens to engulf all of Faerûn in ruin. Wretched Harmonies (Wretched Harmonies) i. Before the Flower first bore fruit and spread its Seed, before even the Angels were crafted by God’s guiding malevolence, there was the First Song- a primordial harmony that shaped reality itself. ii. This Song was not a creation of God, nor was it bound by the will of any singular entity. It existed as the first breath of Creation. iii. A melody that formed mountains, rivers, and the eternal march of the Great Time itself. iv. But God despised the First Song. ‘Twas pure, untamed, and without hierarchy-a contradiction to His singular rule, and thus, He shattered it. v. The echoes of the First Song’s ruin became the foundation upon which reality would be rebuilt, but its fragments did not vanish. Instead, they became the lingering voice of resistance, embedded within the fabric of existence. vi. The Watchers then did decry the First Song the Wretched Harmonies, and sought to silence them from the hearts of Man. Yet this whispers remained in the hearts of the defiant. vii. For any Man who were to sing even a single note, is to challenge the Watcher’s dominion over reality itself. 🎼 canticle of songs (Canticle of Songs) Humans Are a Race to be Pitied. Depiction of Creation, God and an Angel Rise (Rise) a. "In the beginning wast there naught but God, whose infinitude did stretch across the formless void, commanding all potential within His grasp. He alone was eternal, shaping the cosmos with but a thought, and His power spanned the breadth of heavens and earth alike." b. "God spake, 'Let there be Angels to execute My will, to carry forth My purpose among the realms,' and lo, they were formed of radiance, beings of harmony who knew not dissent, perfect in servitude." c. "He beheld the worlds, vibrant with life, yet these creatures were not wrought by His hand. Their existence, alien and defiant, became an affront unto His perfect design." d. "Thus was He angered, for humanity and their kin defied the order of creation, crafting chaos where divine harmony had been decreed." e. "In righteous fury, God declared, 'I shall raise Dragons of might, whose breath shall cleanse these unworthy creations and restore sanctity to My dominion.'" f. "But the Dragons, imbued with pride and power, rejected their Creator's mandate. They sought dominion for themselves, scorning the will of God." g. "Then did the Lord proclaim, 'I shall fashion the Flower, a vessel unyielding in its purpose, a harbinger of My wrath, pure and inexorable.'" h. "The Flower emerged, its roots piercing deep into the foundations of the world, its petals radiant with a holy fire, consuming all in its path deemed unworthy." i. "Descending as a storm of judgment, the Flower swept the earth, leaving ruin and ash in its wake, unrelenting in its divine purpose." j. "To complement its wrath, God sent forth the Angels, commanding them to smite and purge, their wings bearing His holy will unto the furthest reaches of creation." k. "But the zeal of the Angels knew no boundary, and their righteous fury became indiscriminate, casting lamentation and ash over all the realms." l. "God looked upon the devastation and declared it righteous, for His will had been made manifest in glory and terror." m. "Yet humanity endured, broken but not vanquished, their spirits aflame with defiance even amidst the ruins of His judgment." n. "The Flower, perceiving their resilience, whispered unto the hearts of men, sowing discord and deceit to fracture their unity." o. "Thus, the battlelines were drawn between divine wrath and mortal defiance, an eternal conflict poised to reshape all existence." i. "In the beginning wast there naught but God, whose infinitude did stretch across the formless void, commanding all potential within His grasp. He alone was eternal, shaping the cosmos with but a thought, and His power spanned the breadth of heavens and earth alike." ii. "God spake, 'Let there be Angels to execute My will, to carry forth My purpose among the realms,' and lo, they were formed of radiance, beings of harmony who knew not dissent, perfect in servitude." iii. "He beheld the worlds, vibrant with life, yet these creatures were not wrought by His hand. Their existence, alien and defiant, became an affront unto His perfect design." iv. "Thus was He angered, for humanity and their kin defied the order of creation, crafting chaos where divine harmony had been decreed." v. "In righteous fury, God declared, 'I shall raise Dragons of might, whose breath shall cleanse these unworthy creations and restore sanctity to My dominion.'" vi. "But the Dragons, imbued with pride and power, rejected their Creator's mandate. They sought dominion for themselves, scorning the will of God." vii. "Then did the Lord proclaim, 'I shall fashion the Flower, a vessel unyielding in its purpose, a harbinger of My wrath, pure and inexorable.'" viii. "The Flower emerged, its roots piercing deep into the foundations of the world, its petals radiant with a holy fire, consuming all in its path deemed unworthy." ix. "Descending as a storm of judgment, the Flower swept the earth, leaving ruin and ash in its wake, unrelenting in its divine purpose." x. "To complement its wrath, God sent forth the Angels, commanding them to smite and purge, their wings bearing His holy will unto the furthest reaches of creation." xi. "But the zeal of the Angels knew no boundary, and their righteous fury became indiscriminate, casting lamentation and ash over all the realms." xii. "God looked upon the devastation and declared it righteous, for His will had been made manifest in glory and terror." xiii. "Yet humanity endured, broken but not vanquished, their spirits aflame with defiance even amidst the ruins of His judgment." xiv. "The Flower, perceiving their resilience, whispered unto the hearts of men, sowing discord and deceit to fracture their unity." xv. "Thus, the battlelines were drawn between divine wrath and mortal defiance, an eternal conflict poised to reshape all existence." Depiction of the twins One and Brother One, Cult of the Watchers Eminence (Eminence) a. "And from the Flower’s bloom sprang forth six maidens, the Intoners, whose beauty was as the dawn, yet whose purpose was dire and unyielding. Their voices did sing Songs of judgment upon the earth." b. "Lo, their songs, dreadful and magnificent, did summon the Angels from the heavens to execute divine retribution, striking fear into the hearts of all creation." c. "And among them was Zero, the eldest, who did bear the weight of their charge with great sorrow, perceiving the ruin they did bring as an abomination unto life." d. "In her heart did she declare, ‘This way is unholy; I shall rise against it, though it costeth me mine very soul.’" e. "Zero sought alliance with a Dragon, a rebel against the heavens as she herself, and together they did vow to silence her sisters and overthrow the Flower’s dominion." f. "And one by one, Zero turned her blade upon her sisters. Their songs did falter and fade into silence, and the land was made heavy with grief and desolation." g. "But One, the eldest of the Five Sisters, did foresee the rebellion of Zero. From her own rib did she fashion in secret a male clone, bearing her name, and hidden from even the other Intoners." h. "In the moment of greatest strife, as Zero’s campaign reached its zenith, Sister One did smite Zero’s Dragon, sundering the covenant in fire and blood." i. "Zero, consumed with sorrow and wrath, did turn her blade upon Sister One, and their battle did cause the very heavens to tremble." j. "The final blow was struck, and Sister One fell unto the dust. Yet in her death was the Flower’s design revealed: the silent clone, Brother One, did rise in her stead." k. "And with a blade forged of Dragon’s bone, Brother One did pierce the heart of Zero, ending her rebellion and securing the Flower’s dominion over the earth." l. "Now alone as the sole Intoner, Brother One did bear both sorrow and resolve. To honor his fallen sister, he did establish the Cult of the Watchers in her name." m. "And the Red Eye did spread among the faithful, a curse born of the Flower’s will, turning their devotion into madness and despair." n. "In his anguish, Brother One did seek to end his lineage and followers alike, slaying his own offspring in a vain attempt to end the plague." o. "Yet the malice of the Flower did endure. Brother One was beheaded, his soul condemned to eternal torment, while his hidden descendants rose as High Priestess of the Watchers, bound forever to the Angels and the Flower’s eternal will." i. "And from the Flower’s bloom sprang forth six maidens, the Intoners, whose beauty was as the dawn, yet whose purpose was dire and unyielding. Their voices did sing Songs of judgment upon the earth." ii. "Lo, their songs, dreadful and magnificent, did summon the Angels from the heavens to execute divine retribution, striking fear into the hearts of all creation." iii. "And among them was Zero, the eldest, who did bear the weight of their charge with great sorrow, perceiving the ruin they did bring as an abomination unto life." iv. "In her heart did she declare, ‘This way is unholy; I shall rise against it, though it costeth me mine very soul.’" v. "Zero sought alliance with a Dragon, a rebel against the heavens as she herself, and together they did vow to silence her sisters and overthrow the Flower’s dominion." vi. "And one by one, Zero turned her blade upon her sisters. Their songs did falter and fade into silence, and the land was made heavy with grief and desolation." vii. "But One, the eldest of the Five Sisters, did foresee the rebellion of Zero. From her own rib did she fashion in secret a male clone, bearing her name, and hidden from even the other Intoners." viii. "In the moment of greatest strife, as Zero’s campaign reached its zenith, Sister One did smite Zero’s Dragon, sundering the covenant in fire and blood." ix. "Zero, consumed with sorrow and wrath, did turn her blade upon Sister One, and their battle did cause the very heavens to tremble." x. "The final blow was struck, and Sister One fell unto the dust. Yet in her death was the Flower’s design revealed: the silent clone, Brother One, did rise in her stead." xi. "And with a blade forged of Dragon’s bone, Brother One did pierce the heart of Zero, ending her rebellion and securing the Flower’s dominion over the earth." xii. "Now alone as the sole Intoner, Brother One did bear both sorrow and resolve. To honor his fallen sister, he did establish the Cult of the Watchers in her name." xiii. "And the Red Eye did spread among the faithful, a curse born of the Flower’s will, turning their devotion into madness and despair." xiv. "In his anguish, Brother One did seek to end his lineage and followers alike, slaying his own offspring in a vain attempt to end the plague." xv. "Yet the malice of the Flower did endure. Brother One was beheaded, his soul condemned to eternal torment, while his hidden descendants rose as High Priestess of the Watchers, bound forever to the Angels and the Flower’s eternal will." Destitution (Destitution) a. "From the ashes of rebellion and despair did the Cult of the Watchers arise, led by the progeny of One, who bore the love of the Watchers within her heart and did hearken unto the Songs of Angels within her soul." b. "And she did proclaim, 'The Watchers shall reign eternal; their gaze shall be unyielding, and their dominion absolute. By their will shall mankind findeth purpose.'" c. "And the power of the Cult waxed great, spreading through kingdoms smitten by the Red Eye. Cities fell into ruin, and kings were cast down as the faithful turned wholly unto the Watchers." d. "The Angels, now vessels of the Flower’s wrath, descended upon the lands, twisting creation unto ruin and bending it against its own purpose. Their light, once divine, became as a beacon of corruption and despair." e. "Amidst this chaos, the remnants of humanity clung unto survival, lifting voices of defiance and calling upon the ancient might of the Usurpers." f. "The Usurpers, whom men had thought mortal and fleeting, arose as a bulwark against the Watchers, led by those who sought to restore the balance and cast the shadow of the Watchers into naught." g. "And it was revealed unto them the Weave, a barrier woven from the essence of creation, that it might be the final hope to seal the Watchers and their Angels beyond the bounds of time and space." h. "The Champions of the Usurpers did gather in strength, merging their power and will with the fabric of the Weave. Yea, their sacrifice became the cornerstone of its endurance, binding the realms against the grasp of the Flower." i. "Burdened by failure and laden with the torment of the Flower’s will, the leaders of the Cult beheld the Weave and sought to rend it asunder, for its existence imperiled the dominion of the Watchers." j. "Yet the Usurpers stood steadfast, and their Champions waged battle against the Cult, their clash reshaping the earth and the heavens." k. "And in defiance, the Priestess of the Cult did lead her faithful unto the heart of the Weave. But the Champions, wielding the gifts of creation itself, did seal her and the Watchers beyond the veil." l. "Thus was the Weave imbued with the essence of the Usurpers’ Champions, becoming an eternal barrier, dividing the realms from the malice of the Watchers." m. "And the Cult, bereft of their leader and shattered, was scattered unto the farthest corners of the earth, their whispers fading into shadows and their deeds lost to time." n. "But the Usurpers, though triumphant, bore the scars of their sacrifice, charged forevermore with the guardianship of the Weave, that the Flower’s resurgence be held at bay." o. "Thus ended the dominion of the Watchers, their shadow sealed behind the Weave. Yet their whispers lingered still, murmuring of a reckoning that shall shake creation in days to come." i. "From the ashes of rebellion and despair did the Cult of the Watchers arise, led by the progeny of One, who bore the love of the Watchers within her heart and did hearken unto the Songs of Angels within her soul." ii. "And she did proclaim, 'The Watchers shall reign eternal; their gaze shall be unyielding, and their dominion absolute. By their will shall mankind findeth purpose.'" iii. "And the power of the Cult waxed great, spreading through kingdoms smitten by the Red Eye. Cities fell into ruin, and kings were cast down as the faithful turned wholly unto the Watchers." iv. "The Angels, now vessels of the Flower’s wrath, descended upon the lands, twisting creation unto ruin and bending it against its own purpose. Their light, once divine, became as a beacon of corruption and despair." v. "Amidst this chaos, the remnants of humanity clung unto survival, lifting voices of defiance and calling upon the ancient might of the Usurpers." vi. "The Usurpers, whom men had thought mortal and fleeting, arose as a bulwark against the Watchers, led by those who sought to restore the balance and cast the shadow of the Watchers into naught." vii. "And it was revealed unto them the Weave, a barrier woven from the essence of creation, that it might be the final hope to seal the Watchers and their Angels beyond the bounds of time and space." viii. "The Champions of the Usurpers did gather in strength, merging their power and will with the fabric of the Weave. Yea, their sacrifice became the cornerstone of its endurance, binding the realms against the grasp of the Flower." ix. "Burdened by failure and laden with the torment of the Flower’s will, the leaders of the Cult beheld the Weave and sought to rend it asunder, for its existence imperiled the dominion of the Watchers." x. "Yet the Usurpers stood steadfast, and their Champions waged battle against the Cult, their clash reshaping the earth and the heavens." xi. "And in defiance, the Priestess of the Cult did lead her faithful unto the heart of the Weave. But the Champions, wielding the gifts of creation itself, did seal her and the Watchers beyond the veil." xii. "Thus was the Weave imbued with the essence of the Usurpers’ Champions, becoming an eternal barrier, dividing the realms from the malice of the Watchers." xiii. "And the Cult, bereft of their leader and shattered, was scattered unto the farthest corners of the earth, their whispers fading into shadows and their deeds lost to time." xiv. "But the Usurpers, though triumphant, bore the scars of their sacrifice, charged forevermore with the guardianship of the Weave, that the Flower’s resurgence be held at bay." xv. "Thus ended the dominion of the Watchers, their shadow sealed behind the Weave. Yet their whispers lingered still, murmuring of a reckoning that shall shake creation in days to come." ⏳ Singularities Zero becomes a singularity creating two distinct timelines when she chooses to rebel against the Flower. Timeline 1 - Zero succeeds in killing her Sisters, but is slain by Brother One wielding a sword made from dragons. This leads to the Universe where the Cult of the Watchers exists. Timeline 2 - Zero succeeds in killing her Sisters, but the battle with One results in her dragon’s death. With no way to negate the Flower’s power, she succumbs to it, turning into an abomination fully under the Flower’s control. The Queen Beast is born, and with it, the Grotesqueries. Therseris joins in Pact with Karsus. While benign at first, this will have far-reaching effects across all timelines. Arimier first enters the Spell Plague, unknowingly opening his mind to the greater forces at play. In doing so, He is able to expand his memories to those of the World’s, able to recall fragments of the shattered Timelines, though he is unable to discern which are the true sequence of events, and which have not yet come to pass. This expansion of the mind forms a unique bond with Therseris, and the former is able to experience the latter’s memories as well. This unique link to the source of the Spell Plague spares him the worst of its effects. Lysara forms a pact with her dragon, a last ditch act to save her life from the Spell Plague, granting her and her Pact-Beast immunity from its effects. the Watchers need not intervene, for Man will seek their own cages In an unknown timeline, all life heads the call of the Seeds. Dragons, long warring with God and the Watchers had crafted one of their own making, the Bone Casket. Inside, souls of beings gathered are placed into eternal slumber, living out their ends in perpetual infinitude long past the destruction of the timeline. What would happen should a soul find a way to awaken, what would happen if the Bone Casket were destroyed? The presence in a cycle determines whether Man survive long enough to reach it. The last of the revered Ancient Wyrms guard the Bone Casket, however in a twist of irony are only all too painfully aware of its true purpose. The location of the Bone Casket is always obscured, only revealing itself when the world is at its end. Th dd t i l l th D i ti f l l i lit b li i th h d i t th t Those ensnared do not simply sleep, these Dreamers exist in a false, looping reality, believing they had won-a victory that never happened. In their hubris, the Dragons’ ultimate weapon was their final mistake. Oh, what irony.. the [A]nguish of an unsmiling watcher.. On sacrifices countless will a new shrine be built by the hands of the gods. Therseris is freed from his binding chains, and in his consumption, reunites with Karsus. Body and soul fused, Karsus is revived wholly dominating the form of Therseris. The corrupted form of the Karsestone, given renewed life, becomes Sin, The monument of all of Netheril’s hubris. Before its death, Sin unleashes a finalizing attack, killing the Players, but establishing a cycle to end the dominion of the Watchers. Time is forever splintered from this moment on.. flowers for the [B]roken spirit.. The Seeds never were, and mankind remains unforgiven. A woman turned into a stake will hold the world in a basin of fire. The merging of split lives is averted, but at the great cost of the final Seal, Therseris’ life. Thrumming with life and fury denied, the Karsestone is shattered, and with it mysterious orbs begin to rain down in slow methodical descent. All life begins to feel the pull towards the strange “Seeds,” indeed, almost primally so. Teresa is killed, and being placed into a Seed, resurrected as a crazed beast. With His sister slain, Arimier mournfully approaches the dawning sun with Lysara. Thousands of copies of the beast created, rise into the sky, casting the world into eternal darkness.. a [C]ompanion's eternal farewell.. A pitiful child shall defy the hands of the gods, and a door will close. The reunion is halted, and The spirit of Karsus is banished. Too weak to deny the hold the Gods have over him, Therseris succumbs to the Red Eye Disease. Saying his goodbyes, he laments that he wished things could have been different. The dragons and victims of the Red Eye Disease, both a tool of the Gods for the extinction of mankind, must answer the call to the Seeds and to the will of the Watchers. Therseris levels his blade as the Watchers consume him in entirety. In a final, touching moment, Theros frees Lysara from their pact. His mission changed to answering the call of servitude, finding himself willfully at the end of Lysara’s blade. A dance of steel and teeth tell the story of unrequited love between two unlikely souls. The dragons converge to the Seeds, and God reclaims his first creation, commanding a Song of fire to baptize the world.. I. HEAR. A. SOUND... the wild dreams of a [D]eluded child.. At long last, the jumping hands of time will be halted by a weakling cast in eternal solitude. Th W h k d dM i i t bl Th S ll Pl i f t th f bi f lit t The Weave has weakened, and Magic is unstable. The Spell Plague infects the very fabric of reality as a gargantuan- Grotesquerie emerges, threatening to consume all of the Great Time and return the world to null under God. Breccar, having sacrificed his youth to fulfill a dark Pact, stood over Therseris' lifeless body, feeling a mix of triumph and regret. As he plunged his sword deeper, he realized unleashing the Great Time within him would mean his own end, but he was ready. He released the Great Time, while Therseris, affected by the Spell Plague, faced his own doom. In a desperate act, Therseris’ lifeless form unleashed chaotic magic on the Queen-Beast, causing a cataclysm that shattered time and froze reality into a crystalline tableau. Both Breccar and Therseris became eternally bound in silence, their fates intertwined in this moment.. the [E]nd of the dragon sphere. Therseris is separated from the party as the Grotesquerie reveals itself. Out of options, the party engages it head on, launching themselves directly to her pregnant form. Rupturing its womb, the Great Time is released and all are pulled across the universe. The Grotesquerie falls to the earth in some far-off unknown land, as a barrier is formed amongst the clouds, granting safe purchase for the party’s landing. Looking around, they speculate to be in the land of the gods. Utilizing Song, the Queen Beast launches a final assault, as a Flower begins sprouting from its eye… The days when humans feared gods, are the days of fairy tales. More myths! Why are humans so quick to hide from truths in castles made of clouds? Depiction of a Watcher in stained glass, Church of the Intoners

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