Magic of Incarnum - 3.5e

Page 201

transformed into an azurin in the process of shattering the Wellspring. Dusklings, too, make their way to the world from whatever plane they call home. The first incarnum-wielding characters have new abilities to explore, but they also must cope with the scarcity of incarnum-related resources. For instance, the incarnum items described in Chapter 5 might have to be crafted by the characters themselves, or discovered within ruins dating back to a time before the establishment of the Wellspring.

CHAPTER 8

Another approach to bringing incarnum into your campaign is to assert that it has always been present but has gone unnoticed by the masses or been kept secret through your world’s entire history—until now. How could it go unnoticed for so long? Perhaps it was discovered and implemented by a different culture far from the center of action in your campaign. If you’re running a game focused in the North of the FORGOTTEN R EALMS setting, perhaps incarnum has been used for years in Durpar and Estagund, far away to the south and east. Or perhaps those who use incarnum are members of a tiny cabal sworn to utter secrecy about the nature of their craft. In the EBERRON setting, they might be a working group of an organization such as the Twelve, allowing characters with ties to the Twelve to earn the chance to become initiated into this secretive cabal. Imagine that incarnum has always been a part of your world, but its mysteries are hidden away in dusty tomes buried in ancient libraries, awaiting discovery by a group of explorers or treasure seekers. Incarnum occasionally makes its presence known, but few possess the understanding required to distinguish an incarnum wraith from a more mundane wraith or to differentiate the lost from the simply mad or possessed. Azurins are occasionally born among human societies, and travelers sometimes return from farranging expeditions with descriptions of skarns and rilkans, but meldshaping remains virtually unknown. In recent years, a cabal of erudite scholars has developed an interest in these widely scattered but apparently related phenomena. This cabal, known as the Society of the Learned, begins a scholarly campaign to uncover the secrets of incarnum and handsomely pays adventuring parties who bring them tomes containing such secrets. Unfortunately, the actions of the Society bring them (and the PCs, if they undertake missions at the Society’s behest) into confl ict with a secretive order of meldshapers known as the Azure Sentinels. This tiny organization has actively preserved the knowledge of incarnum from ancient times down to the present, while going to great lengths to keep that knowledge utterly secret from anyone outside its own membership. Members of the Sentinels include incarnates posing as clerics within religious orders and soulborn hiding within orders of knights and paladins, as well as umbral disciples and witchborn binders who serve as assassins for the order. Quickly noticing the increased efforts of the Society of the Learned, the Azure Sentinels step up their own efforts to keep this knowledge out of the hands of outsiders, and they begin offering their own bounties for ancient tomes.

INCARNUM CAMPAIGNS

CAMPAIGN ARC: THE SECRET KEEPERS

Initially, the player characters might be contacted by either organization and hired to retrieve lost tomes from ancient ruins. If it suits your preferred style of play, these adventures can be very straightforward: The PCs enter a dungeon, fight its denizens, defeat the evil opponents (members of the organization they don’t work for), and return to their beneficent employers with the tomes. The element of racing with an opposing force to recover an item that both groups seek can create a high level of tension and excitement in these adventures. You might also consider a more complicated possibility: The Society of the Learned puts the word out that it is seeking the Tome of Murthien the Soul-Render, a book of ancient lore last seen in the Temple of the Nineteen Stars before it was overrun by the Darkling Horde. This news spreads primarily through scholarly circles and makes its way to a PC wizard through learned connections. At the same time, the Azure Sentinels make inquiries about hiring adventurers to enter the ruined Temple of the Nineteen Stars, and word reaches the PCs through the underworld connections of the party’s rogue. Lacking more specific information, the PCs decide to take the job, believing that they are accepting a commission from a single employer. When they discover the Tome of Murthien the Soul-Render, however, they have to decide what to do with it, lacking any real information about either organization. Perhaps they simply decide to keep the Tome for themselves, plumbing its secrets but earning the enmity of both organizations. A further twist is that neither organization is clearly good or evil. The Society of the Learned is motivated primarily by a thirst for knowledge. Many scholars among its ranks seek this knowledge for benevolent reasons or just for knowledge’s

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Appendix: The Essentia Tracker

6min
pages 214-216

Appendix: Epic-Level Meldshapers

8min
pages 212-213

The Last Mishtai

5min
page 202

The Secret Keepers

4min
page 201

The Pentifex Order

13min
pages 209-211

The Bastion of Souls

5min
pages 207-208

Opening the Wellspring

5min
page 200

Soulspark

7min
pages 197-198

Skarn

10min
pages 191-193

Soulfused Construct

8min
pages 195-196

Midnight Construct

6min
pages 184-185

Incarnum Wraith

3min
page 180

Necrocarnum Zombie

10min
pages 186-188

Rilkan

7min
pages 189-190

Lost

10min
pages 181-183

Incarnum Golem

2min
page 179

Duskling

9min
pages 175-177

Giant, Totem

3min
page 178

Azurin

8min
pages 170-171

Location: The Mishtoran in Nor

3min
page 152

Witchborn Binder

31min
pages 162-168

Umbral Disciple

19min
pages 158-161

Totem Rager

21min
pages 153-157

Soulcaster

22min
pages 142-146

Sapphire Hierarch

25min
pages 136-141

Necrocarnate

18min
pages 132-135

Ironsoul Forgemaster

27min
pages 126-131

Incarnum Blade

23min
pages 121-125

Soulbound Armor or Shield

3min
page 110

Essentia Jewel

2min
page 113

Soulbound Weapon

3min
page 111

Landshark Boots

2min
page 75

Incarnate Weapon

2min
page 72

Enigma Helm

2min
page 65

Airstep Sandals

3min
page 55

Ankheg Breastplate

2min
page 56

Putting It All Together

2min
page 51

Racial Substitution Levels

32min
pages 41-48

Feats

28min
pages 34-40

Incarnate

23min
pages 20-24

Introduction

12min
pages 4-6

Totemist

18min
pages 29-32

Rilkans

11min
pages 12-14

Dusklings

7min
pages 10-11

Soulborn

17min
pages 25-28

Skarns

13min
pages 15-17

Chapter 2: Classes

1min
page 19
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