We’ve not played this evening as my stomach has decided that today would be a good day to play up – so instead here’s some unused Draconic Prophecy snippets I made up as ancillary things to make the players go ‘ooooh’ and as some world building.
Some context: in the game world of Eberron there is a complex prophecy that touches on all sorts of things that is researched and debated by the dragons of that world and acts in-game as a mcguffin to explain or prompt whatever portentous things the GM wants to have happen – or in other words a nice motivation for dragons or their followers or opponents to get out and cause mischief as needed in the story. Its deliberately left vague for the GMs pleasure.
I decided to write a few verses that could be dropped into the game, or possibly discovered in some dusty tome as the players research things – but they’ve shown a marked tendency in the Sunday game to be entities of action rather than of research, so I may never get a chance to crowbar them in. There is the faint chance that the players will read this and then try their best not to metagame (and good luck to them if so)
So – here are three that should ring bells for anyone who’s been following the game recently:
The inter-twining god serpents’ lights follow the lightning and make slumbering prophecies hatch golden wings. Even madness’ sting deters not the seekers and the passage of the Heir
The Draconic Prophecies – Scale 532, chapter 4, verses 32-33
This refers to the dance of the coatls that accompanied the lightning rail train that the characters rode on as they left Windhaven on their way back to see Thorin’s unwell father. The slumbering prophecies and wings verse is about the vision where Caeluma rejected their bloodline’s demonic patron and sacrificed themself to protect their family – being rewarded with golden wings by their celestial patron as a change to their tiefling features. The sting refers to the assassins sent by one of the factions involved in the underlying conflict they are stepping into
The Seeker of the Mark risks all in the face of the fiercest winter – risking EverIce for the sake of a lost sibling. The Forgotten Mark but slumbers even as lights throng in display
The Draconic Prophecies – Scale 1042, chapter 2, verses 4-5
Kerne has a long-standing interest in rediscovering the lost Dragonmark of Death. They’ve heard that it was something to do with the creation of her people – the dragonborn – and wants to get to the bottom of it, mostly because they enjoy the academic discovery involved. Kerne’s adventures have brought them into contact with The Winter’s Knight – a being of the Feywild/Thelanis that seems to have become the patron of Kerne’s long-lost sister and have driven that sister to studying with Hags. EverIce is an arctic region in Eberron that may or may not have ties to Thelanis or lost civilisations. The Forgotten Mark is the Dragonmark of Death, which is currently completely suppressed by the elves of Aerenal. Kerne discovered a statue that depicts what she thinks may be the Mark. It is currently on loan to the University of Wynarn in Aundair.
Golden wings and divided bow, Amber hammer, scale, and guardian low. The wolves fall back. The shadows smile, and Xoriat watches and waits. The Triumphant Dead numbers lack, yet gather by the mile. A favour for a favour links gates
The Draconic Prophecies – Scale 538, chapter 5, verses 1-5
This is fairly simple in that it identifies everyone currently active in the DDC. The wolves is a reference to the werewolves they just defeated on their way to the Amberhammer Holdings west of Cragwar. Smiling shadows and Xoriat is a vague description of the forces arrayed against them. The Triumphant Dead is a faction that has been encountered once in the recent past working with the Emerald Claw when Coal was used as a power source to reactivate a Warforged Titan in the slums of Windhaven. As the prophecy says, they are small in number but seem to be travelling and gathering allies perhaps. The favour for a favour was the deal done with House Sivis to allow the creation of a teleportation circle out of the remains of the planar portal and favourable trading for that House in the AmberHammer lands.
So there you have it – three obscure statements that can be read in all sorts of ways and that will certainly get people thinking in the campaign and referring back. I may make a habit of these to drop between sessions as a stinger. That appeals to me and I think it will keep people busy – what do you think?