The Age of Lost Omens

The Loom of Fate 8
The glory of the great cycle

As they perished beneath the flames of the star fall, time slowed to a crawl and as the darkness took them, time slowed and stopped. They were revived. It was dawn. They found themselves at the outskirts of an old Azlanti city.

Venturing into the city they discovered that this city was caught in the preparations of a great festival. They were going to celebrate the Star fall and the demonstration of power by the great sorcerer king Octavius and their beloved Oracle. They had given the city the gift of salvation and immortality. When the world was wiped out, Kourion was spared by wheeling time back three days before the star fall. And thus the lost city was caught in a cycle of destruction and renewal for almost a thousand years.

Our heroes announced themselves at the Sorcerer King’s castle. Their presence caused quite a stir as it has literally been a thousand years since anyone new has appeared in the city. They were celebrated as honoured guests and given rooms in the castle. It was soon apparent that the castle and the city was a gilded cage and that they were being watched by the Sorcerer King’s agents.

During their first day they gathered information and discovered that the Sorcerer King’s miracle was because of three god-like beings that he had enslaved. Ardala the Sylph whose voice could enchant any creature, man or god. Sura the Ifrit, mightiest of the Jinn who’s strength could stop the world itself from spinning. Stavros the Brilliant, an artificer of peerless craft and genius. It was his mind that conceived of the great mechanism which would halt the turn of time itself, the silent tower that entraps Ardala the Sylph and the Bottle that was the prison of Sura the Ifrit.

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The Loom of Fate 7
The Lost City of Kourion

Valdir and Var’jo’s shadow demons fought our heroes and pushed them to the brink. Meanwhile, inside his own mind Valdir warred against Var’jo for the last shred of his humanity. It was a battle that he was losing badly.

The Tower of Envy’s trials had already weakened them considerably and they were nearly defeated if it weren’t for the timely intervention of Ilmarinen Steelstrike. He manifested in Valdir’s mind and weakened Var’jo’s hold long enough for Valdir to break free and turn the tide against the God of Betrayal. They had won, but only barely and there was the lingering fear that Valdir would turn against them again at any moment. The map of ancient Azlant had been preserved.

Our heroes made the swift journey across the Inner Sea to the Isle of Wyverns. The locals told them that it was a cursed place that could twist the mind or warp flesh if they dared to step onto it. Heedless of the danger they arrived and stepped through a shimmering portal that awaited them.

They stepped through and the Inner Sea transformed. They looked out into the world as it was from before the star fall that created the inner sea. And at that very moment they were consumed in the blast as the comet struck earth.

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The Loom of Fate 6
Betrayal at the Tower of Envy

After saving the pirate city of Riddleport, our heroes ventured north to the cursed fortress of envy. They arrived to discover three factions squaring off to conquer the ruins. They were: the College of the Shooting Star, the Lord Lithran and his Wildheart Elves and Karter Winthrop of the Pathfinders. Negotiations were tense between the three groups but things were sent tumbling our of control when Lord Lithran was found murdered.

While the three factions mustered for battle, our heroes snuck into the fortress. Gothrim was constructed as a gauntlet by the Runelord Belimarius. The survivor of the Tower of Envy would bear her sacred rune spear into battle against her many enemies.

The tower’s challenges were many and deadly. Each of them were crafted to illustrate the Runelord of Envy’s perverse code.

In the end, they found their way to the top and that was when Var’jo struck. Finally taking possession of Valdir’s body, he turned the assassin on his comrades.

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The Loom of Fate 5
The Dark Heart Beneath Blackwell Manor

Our heroes encountered vampires had been preying on the people of the city and that their bite was spreading the plague at an unnatural rate. The vampire spawns’ trail lead to the Blackwell Manor. The manor had an unsavoury reputation as a den of debauched thieves and monsters even by the standards of a pirate city. It was said that Usher Blackwell took over the manor after having killed the previous occupants.

When they entered the catacombs beneath Blackwell Manor they discovered the vampire’s lair. Unbeknownst to them they had also been ensnared in a diabolical game of illusion and trickery. Marie Blackwell’s vast mental powers had our heroes convinced that they were trapped in the manor’s library. The apparition of Marie Blackwell appeared before them and said, “You have made the mistake of wandering in here and that you’re punishment is to take part in a little game. It is a game of illusions, of madness and betrayal for one of you is not who he says he is. The rules are simple. Everyone who is true must touch the orb of blue. If everyone is true, then hooray you’re free and can leave. If the traitor is there and touching the orb too, then too bad you lose. You will be here forever.”

Each of them had seen the others acting suspiciously just before they entered the library. Some had seen others speaking to strange shadowy figures, others had received mortal wounds and appeared to be completely healed. Their paranoia increased until they realized that Kershawn was acting suspiciously and could no longer channel spirits, an ability which was as natural to him as breathing. They drove him away and touched the sphere. The illusion shattered and they were free.

Our heroes smashed their way through the rest of the catacomb, cornering Blackwell in his sanctuary and defeated him and his vampiric minions. With Blackwell’s death the city had a chance to recover naturally from the terrible plague.

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The Loom of Fate 4
The Plague in Riddleport

Our heroes entered Riddleport. They discovered that Overlord Cromarcky had sealed off that various districts of the city to contain the plague. Many-Coins district, the wealthiest part of the city, was walled off and guarded by the Overlord’s personal mercenary army.

The party split-up to learn more about Kourion. Mahmoud and Kershawn discovered an old ally from Mendev had taken up residence in RIddleport. Xaliana, the owner and proprietor of the River Rat Casino Barge had taken up smuggling. As a favour to the adventurers she agreed to guide them to wherever they needed to go in the city.

Valdir discovered that the Ebonsails pirates had been driven from Riddleport. The survivor of the deadly attack was holed up in a safe house. He said that it was Valdir himself who betrayed them, slaughtering his fellow pirates. He mentioned creatures made of shadow and smoke that dragged his brothers screaming into the abyss. Valdir did not know what to make of this, and surmised that a shadowy doppelgänger was afoot.

Kiira witnessed the greed of the temple clerics of Riddleport. Their healing magics were sold to the highest bidder. The excuse they gave was that curing the disease seemed to weaken the miracle workers considerably and that the extra money was needed to help with mundane means to sustain and care for the divine casters. Kiira, not able to resist helping the unfortunates, began to cast her divine magic in the streets. This set off a riot as hundreds of plague victims scrambled to be healed by her power. The drain on her was substantial and she soon became too weary to continue without hurting herself. The clerics of the All-Gods temple sent out their priests to grab Kiira and stop her heretical actions. Kiira fled during the riot but let it be known where she was staying.

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The Loom of Fate 3
Hell Knights and Demon Metal

Once they descended from the Kodar mountains they crossed the Noman Lands. They found a village under attack by a group of Hell Knights and their soldiers. The Knights charged towards them and encircled them, demanding that they stand aside and let them search the village. The heroes, not wanting to provoke the knights, agreed and moved to where the rest of the villagers were being held. A team of soldiers had a hooded basilisk aimed at the villagers. It’s deadly gaze would kill them stone-dead if they were to try anything.

Valdir, chatting with one of their guards, discovered that the Hell Knights were looking for a piece of metal which its mere presence could corrupt whoever held it. The Hell Knight’s inquisitors had tracked it across Varisia where they found that last man to possess it, a pedlar who had sold it to someone in the village. The man could tell them no more as he had perished under the inquisitor’s torture.

The guard admitted that if they found the metal here that, regrettably, the village would have to be purged as the demonic presence was a great danger to anyone who had come near it.

This was enough for Kershawn, who immediately smashed the nearest Hell Knight to pieces. The Basilisk and its team perished in a hail of arrows and magical fire. The Hell Knights were broken and attempted to retreat but they were killed to a man.

It was later discovered that the village smith had indeed bought the metal. Valdir stole the demon metal away from underneath the smith’s nose which drove the villager mad. He was subdued but it was clear that the man’s mind was completely lost. The mayor of the village begged them to take the cursed metal shard away. With their business down in the village the heroes continued on their quest to Riddleport.

When they arrived the party discovered that the city of pirates and outlaws was suffering under a terrible plague and that if they were to enter, they would be entering a city of death.

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The Loom of Fate 2
In the sanctuary of Ishar

During the celebration our heroes each were addressed by revellers. These green-eyed strangers asked them, “Do you believe in fate?”

Mahmoud the wizard replied that no fate is written and that each man was master of his own destiny.

Tonir the ranger said that he did not know, unbeknownst to him his own actions were controlled by an alien force.

Valdir told the reveller to shut and drink.

The green-eyed stranger revealed herself to Kershawn the hobgoblin, as the avatar of Ishar the Goddess of Forture and Fate. She asked if he was ready to undertake a great quest. He bowed low and accepted without hesitation.

When they all fell asleep for the night they each dreamed of mighty wings taking them away. In the morning they discovered that they had been transported to the top of the Kodar Mountains, to the hidden sanctuary of Ishar.

The head cleric asked them to help construct an artifact of great power. The Loom of Fate. With the Loom they could once again reliably read the future and create a new age of prophecy. They only require the remains of the Oracle of Kourion. It was said that this ancient Azlant oracle could see the future with unerring clarity. The heroes agreed to undertake this quest.

Valdir and Taloran agreed for the sake of the power and money they could gain if they were to foresee the future. Mahmoud deeply resented the idea of working for any god but agreed reluctantly with the party’s wishes. Kershawn worked for the glory of Ishar. Kiira wished to help in the Loom’s construction and use its power to locate her lost uncle. Tonir’s reasons were, like always, inscrutable.

And so in the morning they descended the mountain in search for the Lost City of Kourion.

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The Loom of Fate 1
In which our heroes recover the Harvest Horn and begin a new adventure.

At the behest of Hermes, the leader of Edessa’s survivors, you have traveled to the far off land of Numeria. It is a savage wasteland of barbarians and dark wizards fighting over alien artifacts that fell from the stars.

You seek the Harvest Horn, a holy artifact of Desna. It is said that if one of Desna’s faithful sounds the horn then the earth itself would waken to new life despite the damage it has suffered. It was stolen long ago, but your search has revealed that the latest owner of the horn is a wizard of Technic League. He disgraced himself from his shadowy colleagues and leads a ferocious group of raiders.

Once the party arrived in Numeria they approached the Silver Rock, a chunk of the Silver Mount that had landed in far from the main structure. Strange shambling creatures were wandering around the wreckage. Their presence made Toldir uneasy as he could hear their keening wails while the others could not.

They put the creatures to the sword and marched to the gate. Valdir knocked. Quintus’s voice echoed from pipes running through and around the structure. “You killed my guard dogs. Give me a reason why I shouldn’t have my men skin you alive and eat the rest?”

“Because we want to talk business.” Valdir replied. Through guile Valdir lead Quintus outside his fortress and snatched away the Harvest Horn. The raiders were slain and they left Numeria with their prize.

They sailed back to Edessa and Hermes was presented with the Harvest Horn. At the steps of the newly constructed temple to Desna he blew on the horn. Wherever the note traveled the land quickened and new life was given to the devastated island. Edessa was poor and could give the heroes no monetary reward, but Hermes and Edessa recognized them as boon companions and they would always have safe harbour in Edessa until the end of days.

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Chapter 3
The Scourging of Edessa

Once Prince Hermes emerged from the healing waters of the Hidden Pool, it was clear that the Lich King of Edessa would no longer have a vessel to use in order to prolong his terrible life. The quest was not over, however as the Lich still lived.

Our heroes made haste to the island kingdom. On the way they discovered boats floating to the mainland. They were stuffed with corpses, each boat containing an army of undead ready to be unleashed on an unsuspecting populace. They had no time to lose.

Hermes led the heroes through the lost city and through hidden passageways into the heart of Edessa Keep. They found the Lich King, his mortal disguise already sloughing off his body. Thus began the battle for Edessa. When the Lich was struck down he mocked the heroes. “You’ll never be rid of me for so long as my phylactery exists.”

The prince had an epiphany, realizing that the golden quill that the king used must have been his phylactery. They rushed into the hidden vaults of the lich king, pursued by an army of the undead. They found the quill and fought their way to a forge.

Roth, using his skill as a smith, lit the forge while under fire from assassin arrows. When the fire was lit and heated he was about to cast the quill into the fire except his gauntlets (forged from the remains of a demon lord) began to seize up, controlling his every mood. The Prince grabbed the quill from Roth and threw it into the forge where it melted. The Lich’s hold on his undead army was broken.

Their victory was bittersweet. Edessa’s population had been destroyed by the Lich’s machinations but the rest of Golarion was safe from his invasion plans. Prince Hermes’ royal heritage was a sham. Despite this he vowed to collect whatever survivors were left on Edessa and begin anew.

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Chapter 2

When our heroes confronted a group of Death Cultists who had formed a human chain barring their path. “You cannot proceed any further. You know now what you meddle with. Turn back!” The cultists resisted any means to pass them by. A brief and bloody struggle ensued and the cultists offered their lives freely. The experience left the heroes shaken and further cast doubt on the nature of their quest.

When they finally confronted the cultists performing a ritual with the Prince; Dracos and Argos, the king’s agents leaped into the fray and began to slay the cultists indiscriminantly. Sensing that something was very wrong Grayli the thief recovered the Prince and had Farah spirit the man away. The knights were separated in the confusion but not before a spell caused Argos (who was only an empty armor shell) to fly apart and seal itself around the Prince, the armor became searing hot and burned him badly.

With that, the heroes fled the forest, fighting their pursuers. A surviving cultist told them that King Jamon was not cursed to die when his son reached his 20th year. Rather, the King was a lich that had maintained his youth for thousands of years by preying on the lives of countless victims. His kingship was a con and his ‘son’ was the latest victim.

They regrouped in an abandoned monastery that the Cult of Pharsma used and through the guidance of a strange hermit, found a magical pool that could heal the Prince’s wounds. Now that the Prince was saved and his curse removed; they gather what power they can to slay the lich and stop the cycle of death.

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