Future History October 571

Forum covering the World of Cynalon game history and recaps of the individual game posts.
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Future History October 571

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GM Notes:

What follows does contain spoilers for some things. If you don't want to know about such things, do not go down any further! What follows is a combination of things. Some of the entries were written to be added to the regular Campaign History, but were not completed enough to added just yet. Others are my speculations on how situations would have played out had those games continued on.

This particular thread covers mostly two separate events. The first is the second Argent's adventure at the ruins of Demara's Castle. Much of this was originally played out way back on Qlink in the Borderlands game. That adventure was not finished, so I later filled in the missing portions. This adventure was referenced by the second Argent in Cynalon Knights #12. I'm putting it here to provide the time frame for that adventure and the things that played out around it.

The other event deals with the Tower of Magic game. Events that were part of the games here on the forum will be recapped fully in their own folders. This thread will present a recap of those events. The longer version of the future speculation for the Tower of Magic game is in the Tower of Magic #6.

If something here involves any of your characters and you want to comment on it, you may do so in the folder for the appropriate game. I will take such thoughts into consideration as we move forward.

Enjoy!
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Re: Future History October 571

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October 10th –

(Argent's Adventures) Argent begins her studies on the Pillar Artifacts. She already has copious notes on the formation at Karn's Keep, so she decides to compare those to the other formations discovered starting with those pillars already used and identified. Using the artifact, Argent teleports to Mesilva to study that formation. From there, she goes to the artifact underneath Gateway. From Gateway she moves to the tropical island holding the ruins of Tulom. Once satisfied with her studies, Argent uses the pillars to return to Karn's Keep by way of Gateway. Something goes wrong and Argent appears in the ruins of Mesilva and feels strangely weak. Mustering the energy to use the artifact one more time, Argent successfully uses it to reach Karn's Keep. Her head spinning, Argent manages to make her way up the main hall of Karn's Keep where she collapses. Lord Sharadin is summoned and just as he is picking Argent up to take her to her quarters, a second Argent enters the hall and she too collapses!

(The Sylvan Realm) Unknown to those back at Karn's Keep, a third Argent appears at a completely new pillar formation far to the north and west. This Argent appears on top of a tall tower made of softly glowing red stone among unknown ruins. Its much colder than where Argent had been. Argent is understandably confused by these turn of events. She has no idea which pillar would take her back home, if any. While trying to sort all of this out her head starts to spin and Argent collapses. (SR #8-9)

GM Notes: The above entries are in the regular Campaign History section. I added them here for context for what follows.

(The Sylvan Realm) Two more Argent's arrive at the sunken Elder City of Shelvestra where there are two Pillar Artifacts. One is quickly taken over by the HIVE and later turned into an avatar of the HIVE Queen. The other Argent only appears momentarily and then is gone again, as that particular Pillar Artifact is fluctuates between two different worlds. That Argent ends up on the world of Lamina. The last of the six Argent's arrives at a third Elder City. However it is underwater and she quickly killed when the vaporized water is replaced by real water.

GM Notes: The fate of the other Argent's was revealed in the Sylvan Realm game.

October 11th –

(Argent's Adventures) Argent awakes the next morning to find Jallarzi sitting beside her bed and Elspeth close by. Lady Sallavarian speaks to her apprentice, trying to find out what happened to her. Other than the temporary weakness Argent does seem perfectly healthy. Jallarzi questions Argent extensively as if making sure she is really her. Sherry appears in the doorway telling Jallarzi that they are ready. Unsure what is going on, Argent follows Jallarzi out into the hallway. There she finds Lord Sharadin and his other daughter Terry. They are coming out of the room next door with another Argent! The two Argent's eye each other over in shock and begin to argue with themselves. Lady Sallavarian orders them to knock it off and behave. As far as they can tell, the two Argent's are the real thing. Even their magic items were duplicated in the pillar accident. With this happening and coupled with how the Seekers originally ended up at Karn's Keep by accident, Lord Sharadin decides to discontinue use of the Pillar Artifact for now. It is also clear that the two Argent's can't stand to be around each other, so its decided to separate them. One Argent will remain here at Karn's Keep to continue the work on the Pillar Artifact, while the other will go to Elcadan with Jallarzi. From there she'll go off and adventure on that side of the kingdom. Lady Sallavarian suggests that the two Argent's finally go back to Crossroads and see their family. This triggers another argument between the two Argents until Jallarzi puts her foot down and yells at both of them. The Lady Sallavarian reveals just what happened to her own parents, how they were killed under mysterious circumstances and how she'd give anything to see them again and Argent selfishly chooses to ignore her own. Both Argents are driven to tears by the story and meekly agree with Jallarzi. Lady Sallavarian teleports both Argents to the Blushing Maiden Inn in Crossroads. From there, they make their way through town and reach Tanner's Goods, the shop Argents family runs. Argent's parents are understandably both relieved and concerned over what happened to their daughter. It seems that Jallarzi had contacted them a long time ago to let them know that their daughter was safe, much to Argent's surprise. After a long reunion, Lady Sallavarian teleports everyone back to Karn's Keep. One Argent stays behind, while the other goes with Jallarzi and Elspeth back to Elcadan.

(The Sylvan Realm) Sometime the next day, the third Argent awakens in the ancient ruins to the northwest. She finds her hands chained together and that her gear has been taken. Her captors appears to be orcs, but these orcs wear uniforms and stand up right. Normal orcs are hunched over. Argent finds herself a prisoner to a female orc that she comes to know was Myev. Communication is limited as they do not share any common languages. Argent guesses that these orcs what her to tell them how to use the Pillar Artifact, but does not reveal this information. She figures that Lord Sharadin and Jallarzi will come looking for her at any moment, so she just needs to bid her time and wait for rescue. (SR#8-9)

GM Notes: More re-posts for context.
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Re: Future History October 571

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October 12th –

(Borderlands) After spending the night at the Sallavarian Estate, Argent 2 rides into Elcadan in search of adventure. She goes into the High Road Inn as it is a place where the Innkeeper keeps an ear open for adventuring opportunities. In the common area she runs into Hesdin, a half-elven conjurer she encountered in Elcadan before. Both are in search of adventure and decide to join forces. The two have dinner that evening and take rooms at the High Road Inn. (BL#1)

GM Notes: The first sentence of the above appears in the Campaign History. Much of the other entries, specifically those that credit a post were written years ago. The rest are new. Hesdin replaced Victor from the original Borderlands game. That character simply stopped posting.

October 13th –

(Borderlands) Argent 2 and Hesdin depart the High Road Inn after breakfast and travel to the Elcadan Mage Guild. There, they officially join the guild. Argent is known there, as she had been to the Guild before as a guest of Jallarzi. While eating breakfast, the pair see another mage, Anton, threatening an halfling named Kitterina with stealing a ring. The guard is summoned, but no charges are filled as the ring is found. While at the mage guild, they learn that the Archmage Sorvani Caladon and his wife Kayla are forming an expedition to search the ruins of a castle once owned by a powerful enchantress named Demara. The name is familiar to Argent from her studies with Jallarzi. She was once a member of the Fellowship of Mages, but seemed to go mad when old Elcadan fell. It is rumored that she built herself a new castle as a base of operations and consorted with demons before being killed hundreds of years ago. Rumors of their being great hidden treasure in the ruined castle still persist. Sorvani is holding interviews at the Marksend Inn. Argent and Hesdin sign up for the expedition. That night Argent spends time at the Wizard's Familiar, the bar inside the mage guild, before returning the the High Road Inn. (BL#2-5, BL: A&V#1)

October 14th –

(Borderlands) Sorvani holds a getting to know each other dinner at the Marksend Inn. There Argent and Hesdin meet the other members of the expedition. They include Mara Korvin, a human ranger, Dallar, a human rogue/Priest of Tymora, Tevra, a human lightning mage, a warrior named Reginald and Thorvid, a tall, muscular barbarian. Argent and Thorvid take a fancy to each other and spend the night together.

October 15th –

(Borderlands) – Sorvani's group departs Elcadan for the ruins of Demara's castle. They spend night at Fort Streelspan.

October 16th –

(Borderlands) The adventuring band Argent 2 is traveling with rides along the road to Akorros from Fort Streelspan. Sorvani summons Mordenkainen's Magical Mansion for the evening.

October 17th –

(Borderlands) Led by Sorvnai, the adventurers leave the road to Akorros and ride north towards ruins of Demara's Castle.

October 19th –

(Tower of Magic) Sherwood teleports Kharyna, Swanny, Lara and Talia back to the Sallavarian Estate. The ranger/mage then teleports away once more. Edwina bugs the group for a bit, then they meet with Lady Sallavarian and her newest apprentice Tinuel a quiet half-elf. They spend the afternoon at the estate and then depart for Kharyna's mother's island after dinner by way of the Mirror of Mental Prowess. The mirror's portal is currently set up in the closet of Kharyna's old room. The group spends several days relaxing on Chasrenna's tropical island. (ToM #1)

GM Notes: The above picks up from when Kharyna and her companions left the New Frontiers Game. None of this has been posted before, but some of it was written years ago.

October 23rd –

(Borderlands) The adventuring band Argent 2 is traveling in reaches the ruins of Demara's Castle near midday. A black dragon is spotted flying overhead. Dragon is attacked and forced to fly off. Argent trails it using her own flight spell. Finds out where it came from. Ruins of Demara's castle found. Sorvani decides to go after the wounded dragon before it hunts them down. Find Demara's demonic son. Fight two black dragons and defeat both. Hesdin and Reginald killed. Defeat the cambion. Start to explore ruins. (BL: A&V#1)

(Tower of Magic) Kharyna and crew re-enter the Tower of War arriving in a destroyed temple on the sixth level down. They encounter Virae and she joins them. Various fantastic monsters are fought, but no way to continue down is located. The group withdraws realizing that they need a dwarf to help them with the instability of the level they are exploring. Kharyna travels back to Elcadan and sees Lady Jallarzi. The Lady Sallavarian recommends Zera Brighthammer and the dwarf joins the group. (ToM #1-2)

Roster of Tower of Magic group: Kharyna (PL), Lara, Swanny, Talia, Virae and Zera.

October 24th –

(Tower of Magic) Kharyna's crew returns to the Tower of War. With Zera's help they discover a way to reach the lower levels of the tower. Along the way more priests of Nerull are battled. The group rescues Aric Cozar from a combat arena and then save Geena Latrian from being sacrificed. A third companion, a dwarf named Ulak, is later rescued. Together, they reach the lowest level of the Tower of War and complete Mystra's task by destroying the black altar, removing the interloper gods from the Tower of War. Virae vanishes. (ToM #2-5)

GM Notes: Virae transferred to the Hammerfall game at this point. While those games were playing out at the same time, in reality her arrival there was weeks off, as Hammerfall had not even started yet!

October 25th -

(Borderlands) Group with Argent 2 reaches the hidden treasures of Demara. She gains her magical leather vest, pants and boots. Thorvid skins the black dragons to take back to Elcadan to fashion leather garments with.
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Re: Future History October 571

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(Tower of Magic) Kharyna's Crew begins to exit the Tower of War. They travel back up to where Chasrenna's Mirror was left and travel to her estate. Hextor battle golems are encountered along the way, triggering more cave ins. The mirror exit is reached leaving the golems buried behind them. The group arrives on Chasrenna's Island and relaxes for the rest of this day. (ToM#6)

October 26th -

(Borderlands) The adventurers who explored Demara's Castle being the ride back to Elcadan.

(Tower of Magic) The next morning, Kharyna adjusts the location of the magic mirror to closer the surface where more Hextorites are found including a flying ship called the Heart of Hell. The ship was made from the skeleton of a narwhale and has a giant horn as a bowsprit. Geena takes control of the mirror and sets its destination inside her own ship, the Umbra Transeant that hovers overhead invisible. The group reaches the ship and takes off into space. The Umbra Transeant is more of private yacht, not a fighting ship. Charts for the solar system is brought out and they show the path of Specter's orbit. Kharyna randomly picks a location and Geena flies the Umbra Transeant there.

The Umbra Transeant appears in open space. Soon a pair of Alphatian ships appear and attack. They belong to Lady Dahlia Mingor who is obsessed with getting the Tower of Magic for herself. Another ship arrives and protects the Umbra Transeant, but not in time for save it from breaking up. Kharyna and those with her reach the new ship, the Lady of Magic. This vessel is the personal one for the controller of the Tower of Magic and it is captained by a woman named Alicia. Her ancestor was the ships captain back when the Tower of Magic was active. Alicia was instructed to be here at this time.

The Lady Iris and Rose attack, but the Lady of Mysteries is unharmed. Finally, the world calls Specter arrives having traveled through time to reach this spot. The Lady of Mysteries moves to dock with the Tower of Magic. Kharyna and company rush to the Heart of the Tower. There an old Priestess of Mystra named Lucinda will become the new Spirit of the Tower. Lady Mingor arrives, as do Midnight and Renee, two of Mystra's avatars. Midnight excommunicates Lady Mingor and she flees, promising to destroy the Tower of Magic.

Kharyna accepts the position of Mistress of the Tower and all the responsibilities that go with it. The forces of Lady Mingor attack the Tower of Magic and Lucinda moves it forward in time for its protection. (ToM #6)
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Re: Future History October 571

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GM Notes: Lots to digest here. As you can see, I had planned to fully introduce many elements here that would appear in later games here. The Heart of Hell, the Lady Iris and Lady Rose are the three invisible ships hovering over Alexandria in the current New Frontiers posts. Later the Lady Iris was captured by Lord Sharadin in the Sylvan Realm game. While it wasn't explicitly mentioned in Cynalon Knights #12, Lady Sallavarian captured the Heart of Hell as well in a future New Frontiers event.

What we can deduce from all of this is that Lady Mingor, after being excommunicated, threw in with Hextor forces in an attempt to destabilize Cynalon. She probably was led to believe that the Hextorites would conquer the Tower of Magic for her so she could get her prize that way. The Hextorites were just using her to gain access to her more powerful flying ships, the Lady Iris and Lady Rose. Lady Mingor would eventually be betrayed by them in the end.

The Hextorites were already interested in the Tower of Magic since they were there when Kharyna tried to leave. They had heard the stories but had not idea what the Tower of Magic really was. Their plan was to capture the tower and use as a base of operations to strike at Cynalon.

I spoke about the unwritten rules to games before. I listed time travel as one of those things that needed to be decided upon. When the games restarted in 2003 I decided to make them different from the Champions games. Thus in this setting, it is impossible to go back in time and change events. It simply cannot be done by even the gods. There are no second chances when it comes to the various events.

But having said that, going into the future is possible since the future has not be written yet. The Tower of Magic is powerful enough to propel itself into the future, but everyone else has to use other methods where time travel is a side effect, not a direct consequence. What I mean by that are unexpected versions of time travel where going into the future is not the goal.

Sir Corley experience one such method during the attack on the Duke's caravan on its way to Elcadan. He was turned into stone for almost a day. From his perspective, no time had passed, but he was stone for many hours. That was an action where time travel was a side effect. Such a thing is used elsewhere in the game as well. Yes, that was a parallel for something else down the line and introduced this particular concept.

The other main version is simply Teleporting to some very distant location in another solar system. Teleports travel at the speed of light, thus on Arret are virtually instantaneous. But to got to another solar system, the caster would find that years would have passed should they do something that foolish. And yes, someone among all the lost and missing ancestors did that very thing without realizing the consequences. From the casters point of view, he cast the spell and then immediately appeared on a different world. However one year for each light year distance traveled would have passed in the mean time. That's a form of time travel.

Back when I was putting all of this together, the Tower of Magic solved several other mysteries already in game. Those will be revealed a bit further down the line. Since Kharyna had fallen behind the other games, at that time, having the Tower of Magic move forward in time was a way to bring her into the 'present'. The secret of Specter randomly appearing and disappearing by moving by traveling through time was my original concept for this particular secret.

I had a set date in mind for when the Tower of Magic would next appear. It was close to where I thought New Frontiers was at, but after doing all the work on the timeline it ended up weeks away instead of days. Not an issue either way. I simple thought it was closer before than it really was.

This concludes the action for October. Lots to cover in November was we reach the end of the New Frontier Posts, add Hammerfall into the mix along with some solo Yusef stuff. More of the Adventures of Argent 2 as well.
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