Mage Tour thru Time: a test of Gnosis against the struggle for Power

Initiation into the Mysteries

They have come from the four corners of the world, our party. They have been gifted with the ability to touch the Supernals. They are the Willworkers, the Weavers of Reality. These untamed powers are the downfall to those that can’t control them. For our party, fortunately they were found by the Atlantian Mages at the time of their Awakening. They have trained. Now if they can complete the trials they will enter the world on their pilgrimage. Most who leave Atlantis do not return. Most who do not return will fall to the hands of those that have. Absolute power corrupts absolutely, and if our party can not find a way to control their urges, the darkness of Hyboria will pull them into its machinations. For the Atlantian Mages that do return from their pilgrimage, they call this fall from Grace “The Empty Throne”…

The empty throne

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the end of the pilgrimage

The mages have journied together for many years, and now their 7 year pilgrimage is coming to an end. They are called back to Atlantis, but first they must venture to the Lost Tower and discover what has become of Farijahd. Mysteries are afoot here, no one has heard from him in some time and the Waygate will no longer travel there…

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maserta, pirate city, storming the temple

The party of travelling mages was on the last leg of their journey to finish their pilgrimage in Atlantis and take full status as Atlantian Mages. First they were asked to speak to Master Telfas, head of the Mysterium, at the Ars Draconis. He was in a foul mood, and the meeting was not entirely successful.

Our mages travelled by Waygate to Atlantis, where they stood before Master Atlan and received their rings and robes of their new station. On their way to the Silver Ladder Consortium, they were asked to meet with Limnoch, the All-Seeing. Limnoch filled the heads of the young mages with delusions of Grandeur, and spun them in webs of confusion. He sent them on a mission to the Lost Tower to discover the where-abouts of Farijahd the keeper, and of the Orb of Eternity.

With important missions afoot, they went back to the Ars Draconis to seek the “Loose Sparrow” and Captain Yaris. At the skyport they found their query, and soon were off to the Lost Tower.

Caught in the Storm of Torment, they were beset by the lightening elementals summoned by Farijahd as protectors of the Towers secrets. Though they attempted a valiant survival effort, the skyship was rent in two, the mysterious cargo of Limnoch lost in the lava river (maybe). With only the hands of fate did the party survive, barely avoiding a death upon the rocks. Most of the crew were tossed to and fro before being immolated in a river of lava.

Once in the tower, signs of a titanic battle were apparent. It seems that some mysterious priests from the Western Pirate town of Messarta had claimed the orb, kidnapped Farijahd, and slaughtered the acolytes of the tower. A search revealed a lone survivor, a coward that hid and let others die. With use of dark necromancy, and visions of what transpired, our party plotted a new course. Limnoch sent a holographic similcrum once they had secured the tower, and soon a new, better skyship and crew was acquired.

Playing pirates sailing upon the sea, our party arrives on the shores of Messarta. It appears they will try the front door strategy for the priests of Zavenda. What secrets does High Priest Korrander keep? Who is this “God” Zavenda? And how did these priests know the location of the Orb and how to activate it?

Skyship

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reclaiming the orb

Our party took to the rough Sea Port of Messarta looking for any angles in rumors, and the locations of any Atlantian Mages gone underground. They found 2 members of the Empyrean Wardens. (Angus the Mean – Obrimos Mysterium, and Prather the Unstoppable – Thyrsys Arrow). The party now forged on, leaving to the West of the town in hopes of reaching the Temple of the Whispering Winds for some “negotiations”.

Half way there through the jungle, the party was waylaid by the Rum Puckers, a Thieves Guild in a shanty town. With some chaotic happenings, Kairos assumed control of the Thieves Guild after laying fiery waste to their shanty town and humuliating their leader. Shortly there-after it was revealed that an entire collective dwelt in the as-of-yet unexplored underground city.

Finding a sneaky back way into the temple, our crew heads in the lower catacombs, kills some innocents, and wears some disguises to go above ground. They find a gruesome scene as the mighty ’God" Zavenda is nothing more than a demon being fed power from the missing mages. A titanic battle ensues with the demon, and then with “Arch-Mage” Korrander, who appears to be more Gnosis 3 than 6. Finally, the Priests of Zavenda are overcome, and the Orb is returned to Atlantian hands.

Now are party must decide to return it to Limnoch, or take it to another (Telfas? Master Atlan? the Wardens?)…

Zavenda

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The Fall of Atlantis

The party has been running around the city of Eruk, looking for leads and clues into the Orb and Limnoch. Finally Prather has returned and calls for a secret meeting in the Under City to decide the fate of the orb.

The Party leaves the confines of the Sand Whapper Inn, noticing they are being pursued. After some confrontations and struggles, they make their way to the outer edge of the Under City where they hire Talish, a frequent traveller to the Under City.

The party battles through hordes of undead, then faces off against an Ice Mage who is possessed by a demon on a side mission called forth by Incendium. With the ice staff in hand, they arrive at the Temple of the 4-armed Barbarian God.

Awaiting is Prather, Raji the Brooding, and Obrimos himself. But wait! Its a trap! Rendar the Seeker brings his “seekers” and a titanic battle emerges. Limnoch arrives once Rendar has the upper hand and trades the life of Master Atlan; but not for the Orb. Instead he wishes control of the Supernal Key. Off he goes through a portal.

The party then portals itself to Atlantis where war has erupted. The Oracles and Exarchs rage in battle. Dark’Lor, Shadownix’s feisty mentor, assists in the battle against Kranor and his Automatons upon his “pansy pad”. Left with little choice after sustaining serious damage, the party retreats to the Safe Room of Acanthus.

Dark’Lor activates the chamber, rocketing the party through aeons of time.

A Babylonian Explorer and Priest of Ea find the party awakening. They are taken to Babylon, a shadow of the cities that once existed. Here they meet the “Gods” Ea and Marduk. After some tense moments with Ea, Marduk saves the party from a bad social scene and whisks them off to his Palace.

What future awaits our party in this new world where Magic has been cut off?

Atlantis ruins

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