Dungeons & Dragons Online®

Dungeons & Dragons Online®

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The Tale of the Storm Reaver and The Truthful One
By 殺してあげる
Unlike some games where you're lead by the nose and told the storyline, replete with a hundred cut-scenes, or have 'story quests' standing out from 'side-quests', Dungeons and Dragons Online forces you to think. Think, remember and draw correlations. It's a combination of quest giver/turn-in dialogue, and what you see and uncover in the dungeons. Occasionally it's things said by end-bosses, sometimes random jabber between minions in dungeons, and sometimes it's two patrons at a bar bantering. An additional source of confusion is the timeline: some high level quests occur BEFORE lower level ones. Partially this is a case of newer content being added later and tied in (retconned), and sometimes it's by design (when you step back it makes sense that dealing with a reprisal force is easier than the initial strike into the enemy's heart, and so should be a lower level).

The is the story behind one of these main arcs in Dungeons and Dragons Online
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Korthos
Sailing towards the continent of Xen'Drik, the boat you were passenger on is destroyed by a white dragon's storm. Washing up upon the shore, you find yourself on the Isle of Korthos, an island in the midst of unseasonable chill. Three things of note here: first you encounter the cleric Celimas Vhillluhne, the sorcerer Talbron Tewn, and the rogue Jeets Shimis; second you learn of devices built by the Quori that are powerful enough to even control the minds of dragons; and thirdly you meet the white wyrm Aussircaex.
Harbour
Finally reaching Stormreach, you search out excitement. One of the earliest jobs you take is for a man named Baudry Cartamon (A Man Named Baudry Cartamon quest chain). He is having issues with a rival shipping magnate, the bugbear Hazadill, who isn't above using underhanded tactics to secure an advantage.

Meanwhile, while questing in the harbour you note an extensive waterworks system under many of the buildings, interconnected (albiet barred by portcullis). When handling the Lost Seekers chain in the Waterworks proper, you find the missing guard Venn had, in his last moments, scrawled the cryptic message "Seal of Shan-To-Kor" in his own blood upon the wall.
Marketplace
A short while later, the Wayfinder Dael asks you to investigate the Steam Tunnels underneath the market; Dael fears the hobgoblins have somehow retrieved the Seal of Shan-to-Kor, some giantish relic. Her fear is it might be used to help rebuild the tyrannical giant empires of yore. Questing through the steam tunnels, past blockades and into the heart of a hobgoblin city and below, you acquire the Seal of Shan-to-kor. Retrieving it for Dael, Dael promises it will be hidden, kept secure from ever becoming a threat.

By the brokers and mercenary sellers, an old man by the name of Nolann Gann tells you a sorrowful tale of the Devil Invasion years ago. His daughter plans to go back in time to during the devil attack, to search out the fate of her brother. Agreeing to protect her, you journey through the Chronoscope back to that dark night since past.

From the Rusty Nail tavern, you are dimension doored to a safe spot high above the marketplace. There you find a curious sight: two elvish Agents of Argonessan are having an argument. The red-headed Velah, head of the Argonessan delegation believes the Vault of Night is in danger from the devils. She feels the lesser races should never have came to Xen'drik, and cannot be trusted to guard the dragonshards they've uncovered. Were the devils to approach the Vault, Velah plans to have all of Argonessan's dragons destroy all life on Xen'drik. Contrasting her, the bluette Cydonia feels the marketplace is the focus of the attack, the Vault is safe, and draconic involvement would be overkill.
House Phiarlan
Back in the present time, while walking into House Phiarlan, a red dragon swoops down out of the sky towards the south west, seemingly to land behind the Bogwater Tavern. On entering, you note the place is rather empty of patrons, the few here mostly clustered near the bar. To the distant side, in a secluded area of the tavern, a red-haired sorceress converses quietly with a well-dressed dwarf, radiating a desire for privacy. Getting closer you can over hear their hushed conversation:
'Elf': "My dear, do as I ask and I will be ever grateful" Dwarf: "If I do this my brothers will never forgive me" 'Elf': "Yes, yes i know your house of bankers will not approve our liaison. But does it matter?" Dwarf: "I won't have any problems getting in, after all I designed the Vault" Dwarf: "The golem will help when the time comes"

Exiting the bar, walking back towards the gate to the marketplace, you pass an outdoor arena. The Livewood Theater is about to put on a performance, utilising shadow magic to act out a play. The current production is the story called "The Fall of Truth":

Originally posted by The Fall of Truth, Linyao's Half Notes Edition:
A giant figure stands, lamenting the loss of the Great Giant Empire to the Quori, invaders from the Realm of Nightmares.

Suddenly a dragon appears, addressing the giant as the Stormreaver and mocking him for surrendering to defeat so easily.

Having delivered his sting to the previously maudlin giant's pride, the dragon, naming himself the Truthful One, offers aid in fighting the Quori. Not with armies, no, for the Quori cannot be defeated by such. Instead, a ritual tol unlink the Plane of Nightmares from Eberron, forever banishing it. A crystalline device will manage this, but to do so will requires both to sacrifice their lives.

Without hesitation, the giant proclaims "I give my life for the Empire", and both figures collapse in death.

A silence, a pause, and the dragon rises up once more:
"Thank you for your valiant sacrifice... foolish Giant".
"But do not fear -- when Eberron is in danger once more... ... the Stormreaver shall return! So says the Prophecy."

Days later, while working for the Serpentine Table infiltrating a House Phiarlan Ball (Partycrashers quest) , you overhear a lady named Orphene talking to a dwarf named Barrow, discussing the security of a vault and arguing rates to hire Orphene's team to test the 'impregnability' of this vault. In another area of the ballroom, there is some noble fop named Lord Goodblade addressing a throng of fans; he recounting his charity in giving a magical sword 'Tesyus' to some new adventurer (you later find this sword in the Relic of Sovereign Past quest).
House Kundarak
Atop the main bank in House Kundarak you meet a dwarf by the name of Barrow d'Kundarak. He tells you how the Vault of Night, where secure vault where they store all their dragonshards, has been invaded. His forces are unable to repeal the attackers. He needs you and the adventure band The Laughing Knives to help reclaim the Vault of Night from the attackers.

Unfortunately, when you talk to the Laughing Knives leader Marek, you learn that the group has since disbanded. You need to assemble them for one last hoorah. Before each will join, tasks are set for you: rescuing the vampiress Veil from a Marut, rescuing the sorceress Orphene from her nightmares, rescuing the idiot Haywire from his stupidity (a temporary reprieve), and claiming a great weapon for their melee master Dirge. Finally, the group reforms and the counter-assault begins.

As you progress through the Vault of Night you learn the reasoning for the attack. It wasn't greed or malice, the villain is no villain but an antihero. The red dragon Velah had discovered there was important information hidden in the dragonshards stored in the vault: information dealing with a prophecy regarding the return of the Stormreaver who will destroy the world. Knowing to approach as herself would get her concerns brushed off, and lacking the support of the rest of Argonessan, Velah took it upon herself to deal with matters. With hired Aurum mercenaries and a rare parasite from the Plane of Xoriat she planned her attack. Posing as an elf, she had charmed the architect of the Vault, a member of House Kundarak, to let her in past the security. Once in, she slew everyone, sealing herself in the vault, determined to prevent the oncoming apocalypse.
Restless Isles
Back in the harbour, the Inquisitive Ingaram (Inquisitive being akin to a detective) deigns to finally talk to you. Since you helped Baudry before, he hopes you'll help again. Baudry has been having a horrid time, his ships struck by pirates, his warehouses stolen from regularily, and his clients deserting in droves. Ingaram suspects Hazadill.

Investigating Baudry's warehouse reveals a secret door leading down to the waterworks. From here you can reach anywhere in the harbour. Further investigation reveals Hazadill is running a full fledged smuggling operation right under Harbourmaster Zim's nose. A mysterious group known as the Aurum are paying a fortune for Hazadill to steal ancient artifacts from the ancient Quori stronghold The Twilight Forge in the Restless Isles. Slaying Hazadill, you take his coded charts and cryptic logs to Baudry, who can hopefully solve their cipher.

After getting to the Restless Isles, you learn entrance to the Twilight Forge is impossible without an assembled Symbol of Dol Quor. Finding two pieces of broken symbol, you convince one of the smugglers to reassemble it, allowing you to enter the Forge and destroy an awoken Warforged Titan.
House Jorascu
In House Jorascu, Chamberlain Cyrese Embree asks you to investigate the Tempest Spine regarding rumours of the someone assembling an army. The Twelve believe he has some artifact that allowes him to enslave the drow, and that he might even be the Storm Reaver himself. Investigating, you find the storm giant Sor'jek Incanni has been passing himself off as the Stormreaver, and so dispatch him before he can complete some eldritch ritual.
Ruins of Gianthold
Returning to the Marketplace a silverish dragon swoops down, transforms into an elf. Approaching the Agent of Argonessan Cydonia. the now-elvish Hennespyra proceeds to tells Cydonia the Council watches but still will not move. Cydonia is on her own. Possessed by her mentor Velah's suspicions of the Storm Reaver's return and other ominous shades of prophecy, Cydonia has no choice but to find someone from the lesser races. There are even more rumours of the Stormreaver now, this time in GiantHold, the ruins of the old Giant Empire's Capital. Ancient and terrible weapons lie there, waiting to be found. To top it all, based on the evidence Velah found, Cydonia believes the mastermind behind everything is the fallen hero of dragons, the Truthful One. Scanning the crowd fervently, Cydonia spies you and asks your help. It falls to you to go to Giant Hold and end any possible threats found.

You teleport to the edge of the Storm Reaver's camp. Here, followers of the Storm Reaver have gathered, alongside opportunists, and segregated into three factions. The Storm Reaver himself remains secluded within the Tor itself, and you will only be allowed access to him after having managed to join each faction's brigade. Cydonie will not be tolerated, the Giants and Dragons being ancient nemesis, so she remains in hiding to the side while you attempt the various initiation tasks set before you.

Entering the Tor, the Brigades realise your treachery - you are no follower of the Reaver, but aim to stop him. And it is the Storm Reaver, no imposter this time: the Reaver has been reborn. He has spent all this time attempting to activate the Giantish Doomsday Device at the heart of Giant Hold. A fierce fight ensues, and you manage to beat him out of the madness gripping him, but it's too late: the device is activated. With seconds to spare you input the correct combination to shut it down, and Xen'drik is spared once more.
Reaver's Refuge
Afterwards his defeat, the Stormreaver was confused, disoriented, unaware of his recent actions. Agents from Argonessan secret him out of Giant Hold and take him to an aquatic refuge off the Siber Atoll. There they let him rest, heal and be monitored for signs of regression. But just as The Storm Reaver has returned, so has his nemesis: the Truthful One.

Apparently, the Truthful One was behind the actions of Sor'jek Incanni back at Tempest Spine. After the giant's defeat, the Truthful One had Sor'jek raised as a giant lich, and given a new mission. This time Sor'jek is tasked with creating an army of dracoliches, having already had six dragons murdered to serve as its generals.

Before you can continue on to stop him though, you must seek out the soul gems of these slain dragons to prevent their being raised as dracoliches. Each gem is found near where the victim was last seen: the desert sands of Menechtauren, the defiled crypts of the Orchard of the Macabre, the ruins of Giant Hold, the Soami Gardens, Aussicaex's valley, and near Mount Reysalon. At least three must be recovered. You're given warning though: of all the draconic souls, were Sventusk turned, all of Argonessan may fall before this mighty warrior-wyrm power.

Additionally you require various essences to breach Sor'jek's defences. They are found in the heart of a kobold stronghold, a scorrow monestary, and in the possession of a nesting dragon (the white wyrm Aussircaex you saw on Korthos). It's a race though to get to Aussircaex, as Sor'jek has already sent frost giant to obtain her young to use as souls for his dracolich ritual.

Once you've gathered all this, the dragon Ternathear sends you forth to destroy Sor'jek's source of power, maybe even Sor'jek himself if the opportunity rises.

You have but one hour to prevent this abomination from coming to pass.
Inspired Quarter
Tales of a new 'cult' promising bliss drags you to the Inspired Quarter. So named after the Inspired from the continent of Sarloona, where humans hybrids are bred to be 'vessels' for Quori possession - an omen to be certain. An attempt to infilrate the cult results in a battle for your very soul, as the Quori use a device known as the MindSunder to try to enslave you. Freeing yourself, and freeing Jeets from a similar fate (having been trapped in a never-ending fantasy), you learn this device enables Quori to posses even an unwilling host, once more a threat to Ebberon though their home plane of Dal Quor is still ever remote. Attacking their headquarters, you seek out and destroy this MindSunder.

As you return from this task, a Lord Goodblade (last seen in House Phiarlan Partycrashers talking to his admiring fans) cries out an offer to 'stare into this mysterious artifact' and enjoy its visions. Having previously faced these monstrosities before, you immediately recognise it as a defunct Warforged Titan.

Gazing into its eyes though, you don't share Goodblades' fantasy, instead you are taken back back to the construct's final moments, when a young Storm Reaver battled through hoards of Quori warforged. As the vision ends though, you're trapped - dreams of the past are still dreams and you've left yourself vulnerable to Quori attack. As you are fighting your way free you realise the Quori are far from defeated with the destruction of their Mindsunder. The threat from Dal Quor is not yet finished.

Travelling to the Isle of Forgotten Dreams from where the Titan was uncovered, you learn that the Interdiction Lense, the device the Storm Reaver used to banish Dal Quor has been broken. Only its frame is still intact.

Channa d'Cannith claims she can repair it, but requires a special crystal that was used in its construction. The local drow advise you of two locations that might have it: the recently uncovered Giant's Vault might still have one, and wildmen slaves have been seen working the old mine where the original crystal was found. Deciding a spare is always a good thing, you get both and Channa is as good as her word: the frame is repaired. To charge it though you need to use the Dreamforge...located in Dal Quor.

Drinking from the Fountain of Dreams from the Storm Reaver's Temple, you enter the Realm of Nightmares. Amusingly your reputation proceeds you, as the half of the Circle of Night's Dark Dreaming Council flees while reciting a litany of your past exploits. Proceeding onwards, you come to the mastermind of the Council's schemes, the Devourer of Dreams itself. With his eternal demise, slain in his home plane, you're free to power up the Interdiction device. The plans of the Quori are foiled. For now.
Return to Gianthold
Back at Stormreach, something has everything in a tizzy. Renegade dragons have been seen flying towards Giant Hold, and the giants are massing as well. The ruins are a battleground. The icing on this wonderful cake: it seems the doomsday device has been repaired once more.

Asked to join him, you descend into the Tor with the Storm Reaver to destroy the doomsday device forever. Upon entering, a mocking voice challenges your conviction. Gazing upwards, the cowardly Truthful One flies overhead, dripping poisoned words dipped in honey. The chamber is sealed, yet the dracolich confident.

As battle begins the floor shatters, plummeting you into another chamber, immediately being beset by a hoard of dragons and giants. Their lives entwined, you must kill the paired souls as one. As the battle progresses, an overhead crystal, the Prism of Ages starts unleashing devastating beams of energy.

Upon its destruction, in a moment of clarity, the Storm Reaver realises the meaning of the prophecy: the Truthful One cannot be slain so long as the Storm Reaver lives. Little wonder the Truthful One seemed so confident - neither can die so long as the other shall live. The Reaver's calling out to slay them both together finally draw a reaction from the Truthful One: fear. Immediately the Truthful One reaches out mentally, seizing control of the Storm Reaver, dominating him. Were that not enough, he then proceeds to raise the slain dragons as dracoliches. The battle is rejoined!

Grueling minutes later, wyrm and giant lie defeated upon the ground, slain by your hand.

The Storm Reaver's final words: I give my life..so that this may end. I have done what I must. Now... I rest.



~And so ends the tale of The Storm Reaver and The Truthful One.~
7 Comments
tolanj 29 Jul, 2020 @ 2:12pm 
This is really well done, you should also post it on the DDO forums
Dr. Spacebar 2 Jan, 2020 @ 4:01pm 
A note about that Gerald Goodblade guy: In the old tutorials, players would see him when they were fresh out of the Wavecrest (which was in the Harbor, at the door where the Inspired Quarter HQ is now).

He gave players three tasks to complete (these were old quests that got remade into Heyton's Rest, The Storehouse's Secret, and Redemption), and once these were done, he gave you an Ornamental Sword that he claimed was the fabled Tesyus, despite that piece of junk most definitely not being Tesyus. The Ornamental Sword's only real use was being sold for a decent sum of money for a low level character.

Here's a picture of its tooltip from the wiki. [ddowiki.com]
Zectarash 10 Apr, 2017 @ 11:55am 
Great list of the Stormreaver story arc. One slight addition, though: the Sharn Syndicate quest The Stormreaver Fresco further hints at the story.
RADKILLA[420] 3 Mar, 2014 @ 5:02pm 
I STILL PLAY dnd the original,when it was good ,(pen n papaer)
RADKILLA[420] 3 Mar, 2014 @ 5:01pm 
well its not that good of a game compared to the offline versions:ie,icewindale,neverwinter,baldursgate,temple of elemental evil.not even close to as enjoyable.IMO
</PAiN\> rAALph SiC 18 Jan, 2014 @ 3:16pm 
@Hybrid - that kniving wench!!! :paladin:
Hybrid 5 Jan, 2014 @ 12:08pm 
Also lends some interest to the Mired in Kobolds quest, where you can find Wayfinder Dael again, and (with correct dialogue choices) learn that she's not a Wayfinder, and bluffed you into finding the Seal of Shan-to-Kor.

I blame her for all of the trouble that ensued.