Sunday, January 25, 2009

Eberron 4e

I feel like I'm writing this for myself, since none of the group ever actually comments (or emails me, or even tells me they read it), so these are now going to be my notes on my own personal 4e Eberron conversion.

The "Official" 4e Eberron Campaign book doesn't come out 'til summer, and frankly, I don't intend to wait that long to play in the world.

Some changes are going to be made, but not so much that it's unrecognizable. I have no love for the Royal Houses or their dragonmarks, so they're probably both going to be eliminated. Honestly, they just complicate things and no one uses them anyway. I tried incorporating them and the character I counted on as the lynch-pin ended up dropping out before we started. We can always add royalty, but I'm eliminating the dragonmarks and their associated feats.

I'm also ret-conning and eliminating the Changeling and Kalashtar races. Neither are game-breakers. Besides, I'm considering limiting (or banning, to use the real term) psionics all together. They only unbalance the game for everyone and there's not a lot of motivation for me to use them if they're just going to break my game.

Besides, the Epic Adventurers permanently severed the Material Plane from the Astral Plane in the last game, and I feel like making that stick. Also, I want Mindflayers to be scary as fuck. So, in the intervening 5 or 10 years between then and now, there has been absolutely no contact with the githzerai, githyanki, or even the Astral Plane.

The Shadowfell and Feywild are easy to incorporate as they only had contact with the Astral plane and stuck mostly to the Material Plane otherwise.

Warforged and Shifters are staying in, as they are vastly cooler both visually and mechanically. Besides, 4e is ga-ga for Eberron as it is, with warforged and shifters being included in the 4e Monster Manual right off the bat.

As for new races, the dragonborn are a little tricky, but nothing that can't have come out of Argonnessen. Perhaps they've been mistaken for half-dragons for centuries and are now declared their own separate race. The tieflings have always been around, but now they might be slightly more predominant if a player chooses to use them as a character, but I doubt they'll affect the game (or be affected) at all. Eladrin have been around forever, but most people don't know the difference between an elf and an eladrin (or a half-elf for that matter) if they were standing in front of them.

Xen'drik is still as unexplored and dangerous as ever. That's probably where I'll focus most of the adventures as soon as they're up for it, though, honestly, I've been doing some research on the Greyhawk world as more of a blank slate. Meh. We'll see.

That's the start at any rate. More edits to come.


S.

Monday, July 7, 2008

To 4e or not to 4e...

Hmmm. My books arrived today and I'll spend the next few days/weeks/months getting used to the new rules.

A lot has changed, obviously, and not just cosmetically.

Your thoughts?

Thursday, March 20, 2008

10 Years Later... From Then to Now

It is 1000 YK, the sixth anniversary of the Day of Mourning, and the mood in New Cyre is a somber one. Few can forget where they were on that fateful day, made all the more heart-wrenching because the heroes of Cyre were far from home and could do nothing to prevent it--even though they knew something terrible was coming.

Recovering from the loss of their valued mentor Sir Aaron, they managed to resurrect him--but not as they imagined. Due to the shortages during the last war, the venerable sage was reincarnated… as a kobold. His presence took some getting used to, but soon they thought of him as a friend again, and with his hat of disguise, he managed to at least attempt to blend in with the other humanoids in Cyre. For ten years, the heroes had gleaned hints and warnings of events from their mysterious and powerful ancient silver dragon mentor and always seemed able to be there in time to prevent them from coming to pass. Over the past decade, the heroes had gained both experience and wisdom as they faced armies of demons and orc hordes, Rakshasa sorcerers and illithid slavers, githyanki invaders and warforged rebels. Recovering the Crown of Silver and Ice from the far reaches of Ever Ice and surviving the Frost Giant barbarians there, the group then ventured into the heart of their fallen kingdom to reclaim the fabled Scepter of Gold and Might from the Lord of Blades himself. Though the Lord of Blades initially offered the scepter in exchange for Jasper’s service -- a tempting offer for both Connal and Jasper -- the loyal warforged stayed by Connal’s side and refused to be taken from service to his master. Their next quest took them deep into the heart of Xen’drik for the Orb of Night, and many members of the group had nightmares for months following their exploits with the aberrations found in the cyclopean ruins in the jungles of that dark continent. Years of time and again surviving their harrowing adventures in Ever Ice, Xen’drik and even among the dragons on the far shores of Aerenal had instilled in the heroes a sense of invincibility that came crashing down that fateful day.

Piecing together clues over the last ten years, they learned that a group of devil-worshipping cultists calling themselves the Lords of Dust sought to release terrible fiends long held in bonds from the Age of Demons upon the face of Eberron, and had managed to foil the Rakshasa cult’s plans of destruction time and again. This time, though, Nymbrixion had warned them that a horrible catastrophe was fast approaching, but beyond a gloomy prophecy, nothing was specific enough to help in time to prevent the cataclysmic explosion that ruined the landscape of their entire country.

Armus had been traveling with Connal, Jasper and Bix, initially searching for Everyn in vain for years, always seemingly too late to follow up on a rumor of her appearance in this city or that. On the Day of Mourning, the group was in transit back to Metrol, just returned from speaking with a sage in the Lhazaar Principalities who claimed news of Everyn’s whereabouts. They were unable to report one last time to the Baron and Baroness that the trail had once again gone cold. Upon learning of Cyre’s destruction, Connal ordered Jasper, with great reluctance, to gather as much information as possible and departed soon after the Day of Mourning, eventually making his way to Sharn, hoping to collect details and filter facts among that city’s colossal population. Connal’s obsessive determination never wavered over the years, and his pride seemed to redouble when Cyre was annihilated. Armus’ dedication to his charge was no less fanatical, and Bix only once suggested that the group should give up the search for Everyn--the look in Armus’ eyes told him that this was a conversation that would not end reasonably.

The elves Aremis, Elladan and Rizzenil had formed an uneasy alliance with the Wayfinder Foundation, and had been acquiring relics and scrolls, adventuring throughout Xen’drik, spending their fortune as fast as they could make it, looking for clues that would help find those responsible for Cyre’s destruction. Along the way, Rizzenil sought the name of the mage who had “purchased” him as a slave from a dealer in Stormhome. The latest signs seemed to coincide, and both trails pointed to a wizard in one of the floating cities of Aundair, but without more specific information, a search of each city could tip their hands and warn their potential prey. From Nymbrixion they also received a special mark, allowing them to communicate with the dragon in times of need, and she would grant gifts from time to time, including Aremis’ magical bow that seemed to get more powerful as time went on. Of all the adventurers, the three elves kept most in contact with Nymbrixion, and acted as her agents throughout Eberron, using the warnings and portents from the silver dragon to prevent disasters and collect the three relics that would enable her to save Eberron in its most desperate hour.

The warrior Garen seemed… different somehow. After the Day of Mourning, he never seemed quite the man he once was. Perhaps he was unable to come to grips with the loss of his wife and child, perhaps it was seeing the country that gave him so much pride crushed and devastated in one fateful moment. Regardless of the reason, Garen was changed at some fundamental level, and of all the adventurers, he seemed to take it the hardest. Growing distant from the group, Garen eventually began selling his sword as a mercenary to any army who could afford his fee. He still heeds the call of Prince Oargev, though and he returns when he hears of the gathering heroes.

After Cyre’s destruction, the heroes raced back as fast as their respective powers would carry them, but it was too late, of course. Along with the traumatized citizens who had managed to escape the onrushing wave of destruction, they could only stand on the borders and stare on in horror at the wall of grey mist that surrounded their former country. They were present to ensure the sovereignty of their friend Oargev ir’Wynaryn as the rightful heir to the crown of Cyre, even preventing an attempted assassination attempt. As the last son of Cyre’s ruling family, the former ambassador to Breland has become the unofficial leader of the Cyran refugees scattered throughout the other domains. They were among his guards at the Treaty of Thronehold as emissaries to Prince Oargev, and Connal took another personal loss when his own House Cannith was ordered to destroy all the creation forges.

At the specific and personal direction of Prince Oargev, the heroes have taken on a mission of utmost importance -- spread throughout Eberron to investigate who (or what) was responsible for the destruction of Cyre. With the help of the heroes, the unofficial king hopes to exact revenge on the guilty parties.

It has been 10 years since the original group was altogether in one place, and now the heroes have reunited to face their gravest threat yet. Prince Oargev is desperate for news of the source of the Day of Mourning, and the heroes have uncovered a plot that could rend reality itself.

Monday, March 10, 2008

Session 2: March 9, 2008

When one riddle is solved, another deeper mystery is revealed. If Everyn ir'Lorn wasn't commanding at the Cyran border, and she wasn't onboard the downed Lyrandar airship with her bodyguard... Where is she? Not one changeling but two? And one dead at that with no answers to give.

The group led by Connal ir'Lorn to Vathirond found the young master with his faithful warforged Jasper, the changeling bard named "Switchback," and the venerable Sir Aaron of Cyre bartering for a boon from House Orien -- thanks to the efforts of the ambassador to Breland. The Cyran ambassador, one Oargev ir'Wynarn, knew the Cyran party of old and had made emergency travel arrangements on their behalf, including the majority of the teleport fee from House Orien.

Once safely to their destination, traversing dozens of miles in one gut-wrenching heartbeat, the real work began for the party. Running afoul of both the dolgrim tribe native to the caverns and the hostile orc mercenaries hired to dispose of the airship, the troupe prevailed. Not only did they manage to secure the ship, but they fought to hold off the mercenaries long enough for Captain Aerdane d'Lyrandar to make the final repairs (with Jasper's help, of course) to the badly damaged airship so they could make their escape.

This delaying action was not without its cost, however. Sir Aaron bravely fell on the field while making contact with the survivors of the Cloud Ant, shot dead by the orc mercenaries, but his death was not in vain. The ferocious bodyguard Armus Hawkwind lept from the ship with little thought to his own safety to protect those who would have paid the dearest cost. While his soul stayed but a little way above their heads, the young Connal nearly joined him on his journey to the afterlife. Also shot from behind by the cowardly orc mercenaries, it was only Jasper's quick actions and Armus deadly sword that kept the orcs from boarding the ship and inflicting the same fate on all those aboard. Who can dismiss the thought that it was his mentor Sir Aaron who guided the young cleric safely back to this world, and it was through his elder guidance one last time that the young master lived the day through?

Of the others in the ruins near the Star Peaks: Rizzenil, Garen, Elladan and Aremis had just about pushed their luck as far as it would go. Outnumbered and outgunned, they were trapped with their backs against a literal hard place and nearly surrounded. Two days of exploring the ruins in search of a mysterious artifact had left them battered and exhausted, pushed to the extremes of their endurance. But even in this desperate situation, when the moment mattered most, the brave warriors were not found wanting for courage. Through a selfless attempt to protect one they thought weaker than themselves, the explorers have found their salvation.

The petite elven girl in tattered silver robes became a colossal Silver Great Wyrm, and with one great breath of cold and ice, vanquished the now paltry force of bugbears that would have taken the lives of the intrepid (if foolhardy) explorers. Nymbrixion, as the Great Dragon is called, tested them in their moment of peril, and they came through with flying colors. With the odds stacked heavily against them, they were willing to put their lives on the line to protect one who asked for sanctuary... And it was sanctuary that they received in return.

Now set upon a mighty quest to retrieve a crown of silver and ice, the orb of black and pitch, and the scepter of might and gold, their trek first takes them far south of even the dark continent of Xen'drik, to the frost-bitten continent of EverIce, where few who venture ever return. Their travels and adventures will make mighty tales that even the lowliest bard will come to know as legends, and perhaps one day as myth.

Sunday, February 24, 2008

Session 1: Feb. 24, 2008

A good day to be Cyran. At the start of the adventure, the heroes stood in council with General Kallen, discussing the plans for defending Cyre's western border near Thrane and Breland. During the briefing, they were attacked without warning by a skirmish patrol of 8 scouts that the party swiftly dealt with.

Thinking quickly, they managed to keep at least one alive for interrogation. Questioning the scout for as much information as they could get, Lady ir'Lorn decided that they were to be terminated as prisoners of war. Before his execution one of the survivors revealed that the Cyrans would pay with their lives once the Thrane armies recovered an "artifact." It would be the last thing the scout ever said.

Moving on a hunch, the Lady ir'Lorn sent Rizzenil V'rill and Aremis Aldarion ahead to track the scouting party's path towards the camp. The elf pair discovered a small Messenger encampment just breaking up as more than 30 of the vaunted Messengers rode north, presumably to harry the Cyran front while a small band of rag-tag mercenary adventurers moved south-southeast towards a series of mountains to the north of Kennrunn. After the elves returned to report their findings, the Lady ir'Lorn sent messages to the northern commanders to warn them of the coming assault, and took a special group south to intercept the small group of adventurers -- leaving General Kallen in charge of the forces at the border.

Two days into their 100+ mile journey, the group was overtaken by a Cyran messenger. Grave news from Metrol forced the group to split at this point. Lady ir'Lorn took her brother Connal, his guardian Jasper and their vizier Sir Aarin north to the large town of Vathirond, hoping to secure transportation from House Orien to teleport them to the site of a crashed airship.

The remaining members of the group, Garen Hightower, Aremis Aldarion, Rizzenil V'rill and the elf druid continued towards the rumored ruins in the mountains north of Kennrunn. Surviving a vicious attack from a pair of wild ankhegs, they eventually spied a group of five adventurers heading towards to the small abandoned village at the foothills of these mountains. Their quarry soon disappeared from sight and the group attempted to pursue them into the tiny marketplace. Ambushed almost immediately, the remaining four heroes were hard pressed to overcome the five adventurers laying in wait for them. Though Garen nearly passing into the spirit realm for good, the heroes were successful and managed to slay the mercenaries and keep them from their goal... But exactly what that goal was, they may never know.

Now the two groups must forge ahead to discover what artifact would be important enough to use the Messengers as distraction to cover their movements -- and hope that the Lady ir'Lorn and her companions can move swiftly enough to help the Cyran cause.

Monday, February 11, 2008

Eberron Characters [4th Level]

The Black Egg Company of the Army of Cyre


Connal ir’Lorn, Cleric of the Sovereign Host
Aged 15, this is Connal at his youngest, just entering House service. Though young, he is still the first born son of House ir’Lorn and is therefore expected to carry his own weight.

Father Lord Connal ir’Lorn, Priest of the Sovereign Host CR 4
Male human Aristocrat 1/Cleric 3
LG Medium humanoid (human)
Init +0; Senses Listen +7, Spot +7
Aura Good (moderate range)
Languages Common, Celestial, Elven
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 28 (4d8+4 HD)
SV Fort +4, Ref +1, Will +8 [+2 Fort to Resist Disease]
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Speed 30 ft [20 ft in armor]
Melee mwk longsword +3 (1d8/19-20)
Targath dagger +3 (1d4/19-20) (Affects creatures of Aerenal)
Ranged mwk longbow +3 (1d8/20x3) [quiver of 20 arrows]
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +2
AP 7 (1d6)
Special Actions turn undead 10/day, spontaneous casting (cure)
Combat Gear caltrops
Spells [Family, Life] (4/4/3) 0elation, gust of wind, spell immunity (lesser), spell; 1bless, command, mage armor, protection from evil; 2detect magic, read magic (CL 5), guidance
Spell-Like Abilities make whole 1/day (CL 1)
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Abilities Str 10, Dex 10, Con 12, Int 14, Wis 16, Cha 16
SQ make whole 1/day, Life: grant temp hp 1/day, Family: protect allies 1/day
Feats Worldly Focus1, Practiced Spellcaster1, Extra Turning3, Least Dragonmark (Making)GM
Skills Appraise +2, Balance -5 [ac], Bluff +3, Climb -5 [ac], Concentration +3, Craft (alchemy) +4, Diplomacy +12, Disguise +3, Escape Artist -5 [ac], Forgery +2, Gather Information +7, Handle Animal +6, Heal +5, Hide -5 [ac], Intimidate +3, Jump -5 [ac], Knowledge (nobles) +8, Knowledge (religion) +7, Listen +7, Move Silently -5 [ac], Ride +5, Search +2, Sense Motive +8, Spellcraft +6, Spot +7, Survival +3, Swim -10 [ac]
Possessions +1 banded mail, +1 Darkwood buckler, Targath dagger, mwk longsword, mwk longbow, XXgp remaining wealth in coins



J45P3R, Psionic Warforged of Cyre
Jasper was a prototype, made with the concept that the Psi-crystals created by psions are the best example of an artificial sentience. Psi-crystals are fragments of a true personality and form a symbiotic relationship with the psion. Having a more fully realized personality that is bonded to a living person sounded like a good idea at the time. Connal was chosen to be one of the very first individuals to be paired with the new Psiforged sub-species. Connal’s status as second son and a spiritual guide as a priest made him seem like the ideal person. In his younger incarnation Jasper takes great satisfaction in making good use of his abilities and working in tandem with Connal.

Jasper, Warforged Psion CR 4
Gender-neutral warforged Psion [psychokinetic] 4
N Medium living construct (warforged)
Init +1; Senses Listen +2, Spot +4
Languages Common, bonus, bonus, bonus, bonus
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 22 (4d4+8 HD); cannot heal normally; Light Fortification 25%
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain, no need to eat, drink, or sleep
SV Fort +3, Ref +2, Will +5
Weakness susceptible to effects that target constructs
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Speed 30 ft
Melee slam +1 (1d4-1)
Ranged mwk light crossbow +4 (1d8/19-20)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +1
AP 7 (1d6)
Combat Gear gear
Psionic Power Points 33
Psionic Powers [9] 1--control flames, control object, mind link, force screen, synchronicity (DC 15, cost 1); 2--psionic repair damage, knock, energy missile, tongues, control sound (DC 16, cost 3)
[Psicrystal psicrystal properties]
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Abilities Str 8, Dex 12, Con 14, Int 19, Wis 12, Cha 8
Feats Expanded Knowledge [psionic repair damage]B, Mithral Body 1, Mithral Fluidity GM, Privileged Energy [electricity]3
Proficiencies club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear
Skills Autohypnosis +wis+ranks, Concentration+8, Craft [Sculpture]+4, Disable Device +7, Knowledge [arcana] +7, Knowledge [architecture] +7, Knowledge [dungeoneering] +7, Knowledge [geography] +7, Knowledge [history] +7, Knowledge [local: Cyre] +7, Knowledge [nature] +7, Knowledge [nobility] +7, Knowledge [pPsionics] +7, Knowledge [religion] +7, Knowledge [the planes] +7, Psicraft +7, Listen +2, Search+4, Spot+2
Possessions mwk light crossbow, XX gp remaining wealth in coins
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Psionic Abilities (Ex) A psion does not need to prepare his powers (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep (8 hours rest) each day to regain all his spent power points.
Privileged Energy [electricity] Manifesting an electrical attack deals 1 extra point of damage per die



Lady Everyn ir’Lorn, Knight of the Sovereign Host
The first-born of House ir'Lorn, the Lady Everyn ir'Lorn is a knight in the Cyran cavalry.

Lady ir’Lorn, Heir to the Cyran Throne CR 4
Female human Aristocrat 2/Cleric 2
LG Medium humanoid (human)
Init +0; Senses Listen +#, Spot +#
Languages Common, Elven, Giant
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AC 19, touch 10, flat-footed 19 (+7 armor, +2 shield)
hp 28 (4d8+1 HD)
SV Fort +4, Ref +1, Will +8
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Speed 30 ft
Melee weapon +XX (damage) (+XX BAB, +XX Str, +XX size, +XX weapon quality, +XX feat)
Ranged weapon +XX (damage) (+XX BAB, +XX Dex, +XX size, +XX weapon quality, +XX feat)[; ranged atk feats]
Space 5 ft; Reach 5 ft
Base Atk +XX (+XX Race, +XX Class); Grp +XX
Atk Options options; atk options feats
AP 7 (1d6)
Special Actions special actions; special action feats
Combat Gear gear
Spells (CL XX, +XX melee touch, +XX ranged touch)
Spell-Like Abilities (CL XX)
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Abilities Str 11, Dex 11, Con 12, Int 14, Wis 14, Cha 15
SQ special qualities
Feats Feat XX level, Feat XX level
Skills Skill +XX, Skill +XX, Skill +XX
Possessions item cost gp, item cost gp, 5400gp remaining wealth in coins and gems
Spellbook All spells prepared plus XX
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Ability (Type) description



Armus Hawkwind, Sentinel of Bladesman’s Guild
A taciturn man with a steel gaze, Armus is not one to make friends quickly. While not distrustful of people in general, he is cautious--a noble trait in a bodyguard and bearer of the Sentinel's dragonmark. Once his loyalty is given, however, it will not falter. Armus is also extremely observant, and of a much sharper man than his gruff manner suggests. Fierce in battle, Armus has been described as single-minded in the protection of his charges and such traits have made him a rising star within House Deneith.
At 6'5", Armus easily stands taller than most around him. Built like a warhorse--and just as dangerous in battle--the green eyed (a common trait among Hawkwinds) and brown locks of Armus make him an imposing individual indeed.

Armus Hawkwind, Bodyguard of House Deneith CR 4
Male human Fighter 4
NG Medium humanoid (Human)
Init +2; Senses Listen +2, Spot +3
Languages Common, Elven
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AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex [max]); Combat Expertise
hp 41 (4d10+12 HD)
Fort +4, Ref +1, Will +8
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Speed 30 ft
Melee mwk bastard sword +10 (1d10+5/19-20) [Weapon Focus, Weapon Specialization]
Ranged dart +6 (1d4+3)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
Atk Options Combat Expertise, Power Attack
AP 10 (1d6); Heroic Spirit
Special Actions stabilize
Combat Gear caltrops, dagger
Spell-Like Abilities mage armor 1/day [CL1]
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Abilities Str 16, Dex 14, Con 16, Int 13, Wis 12, Cha 8
SQ Mark of Sentinel
Feats Combat Expertise1, Heroic Spirit1, Least Dragonmark (Sentinel)3, Power AttackF1, Weapon (bastard sword) FocusF2, Weapon (bastard sword) SpecializationF4
Proficiencies Exotic Weapon (bastard sword) Proficiency, Armor (light, medium, heavy) Proficiency, Martial Weapons Proficiency, Shield Proficiency, Simple Weapons Proficiency
Skills Climb +6 [-5 ac], Intimidate +6, Jump +6 [-5 ac], Knowledge (history) +2, Knowledge (nobility & royalty) +2, Listen +2, Ride +4, Spot +3, Survival +2, Swim +4 [-10 ac]
Possessions mwk bastard sword, dagger, mwk banded armor, mwk heavy steel shield, 10 darts, 1 thunderstone, caltrops, backpack, belt pouch, waterskin, trail rations (4 days), flint & steel, 4,547gp remaining wealth in coins



Garen Hightower, Crusader of Cyre
Older than most of the others in the platoon, Garen is between 26-29 years of age, with olive-skin, clean-shaven face, and dark brown hair past his shoulders. His quick metabolism helps keep him slim and he stands 5’8” with a wiry strength.
Garen is upbeat and optimistic, even in the face of great danger—a quality that makes him unique to lead. He loves Cyre and its way of life, and is a champion of “The Cyran Appreciation” of beauty and magic. He is a master of the tago, the national folk dance of Cyre, and is often asked by his fellows warriors to lead them in a round (usually with little cajoling). Garen often praises the achievements of the Cyran people, even when they are blatantly false (“The question mark was invented by a great Cyran by the name of…”).
Garen’s best friend is a mercenary in the service of the Barony named Winn Aldarion—an elven warrior from Aerenal. The two met when Garen first joined the royal guard as a very young man. Garen idolizes Winn’s skill at warfare, honed through centuries of practice, hoping to one day be his equal-at-arms.
Garen has been married to his childhood sweetheart, Lyrianna, for 10 years. Together they have one child, a boy named Gareth, after Garen’s father. Garen and his wife are still very much in love and he often says they know where each other are at any given moment. He has often jokes to his friend in the group, quite morbidly, that she will know the moment he has died, for she will feel a great sense of relief. Garen makes every effort to visit his wife and child, but as the campaign begins, it has been quite a while since they have seen each other.

Garen, Crusader of Cyre CR 5
Male human Crusader 5
LG Medium humanoid (Human)
Init +5; Senses Listen +0, Spot +4
Languages Common, Elven
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AC 15, touch 11, flat-footed 14 (+X armor, +X shield, +1); Combat Expertise
hp 51 (5 HD)
Resist steely resolve 10, indomitable soul, zealous surge
SV Fort +6, Ref +2, Will +3
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Speed 30 ft
Melee mwk greatsword +9 (2d6+3/19-20x2)
Ranged weapon +XX (damage) (+XX BAB, +XX Dex, +XX size, +XX weapon quality)
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +7
AP 7 [1d6]
Special Actions furious counterstrike
Combat Gear gear
Maneuvers [7] 1crusader’s strike, leading the attack, stone bones, vanguard strike; 2mountain hammer, stone vise; 3bonecrusher
Combat Stances [5] 1iron guard’s glare, martial spirit
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Abilities Str 17, Dex 12, Con 14, Int 12, Wis 10, Cha 14
Feats Combat Expertise, Improved Initiative, Weapon (greatsword) Focus
Skills Balance +4, Craft (weaponsmith) +3, Diplomacy +8, Intimidate +9, Knowledge (history) +5, Knowledge (religion) +3, Perform (dance) +4, Ride +5, Spot +4
Possessions mwk greatsword, Mithral chain shirt, potion of haste



Rizzenil V’rill
Native of Xen’drik, Rizzenil has had a life that would make even the most penitent man shake his fist at the gods. Knowing enough of the layout of that continent to earn money finding and selling giant-era antiquities and valuables found there, Rizz is determined to never need for anything again. Years ago he was captured and sold to a mage as a slave, and he has narrowed the area of his imprisonment to one of the wizard towers in the village of Arcanix in Aundair, but this does little to help his search.
Rizzenil appears as a dark-skinned elf with white hair, about 5½ feet tall. Weighing only 120 lbs, he’s lithe but strong, with his long white hair usually kept in dreadlocks. His face, chest and arms bear patterns of white tattoos from the ritual scarring with scorpion venom common in his former tribe on Xen’drik. Rizzenil wears black clothing, blackened armor, and his weapons are also blackened to reduce the chance of glare or reflection.
Rizzenil is very loyal to his family (including his companions) and usually refuses even to give the family’s name to an outsider. Accordingly, all inquiries about his family are viewed with suspicion--or even violence. He has a callous attitude about the welfare of those not in his immediate family.
The product of a brutal environment and harsh upbringing, Rizzenil has little room in his personality for mercy. Preferring to strike first in any confrontation, he does his best to attack foes from hiding and isn’t shy about using poison to bring down foes with a minimal number of strikes. He still venerates the scorpion-god Vulkoon, and tolerates no mocking of his faith. He views his time imprisoned in Dreadhold and at the mercy of the Nameless Wizard as a test by Vulkoon to judge his worthiness.

Rizzenil, Irons Company Scout CR 4
Male drow Scout 3
CG Medium humanoid (elf)
Init +5*; Senses darkvision 120 ft; Listen +9, Spot +9
Languages Common, Drow, Drow sign language, Elven, Giant
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AC 17, touch 15, flat-footed 17* (+2 armor, bracers of armor +1, +4 Dex); +1 AC when moving 10 ft
hp 23 (3d8+3 HD)
Immune sleep
SR 14
SV Fort +4*, Ref +8, Will +3; cloak of resistance +1; +2 Will vs. spells and spell-like abilities, +2 vs. enchantment spells or effects
Weakness light blindness
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Speed 40 ft; fast movement
Melee mwk drow longknife +4 (1d6+1/19-20)
mwk drow longknife +5 (1d6+2/19-20) if moving 5 ft
mwk drow longknife +5 (1d6+2/19-20 plus 1d6) if moving 10 ft
rapier +3 (1d6+1/18-20)
rapier +4 (1d6+2/18-20) if moving 5 ft
rapier +4 (1d6+2/18-20 plus 1d6) if moving 10 ft
Ranged mwk Xen’drik boomerang +7 (1d6+1/20x2)
mwk drow longknife +7 (1d6+1/20x2, thrown)
mwk mighty [+1] densewood composite shortbow +7 (1d6+1/20 x3)
Space 5 ft; Reach 5 ft
Base Atk +2; Grp +3
Atk Options skirmish (+1d6, +1 AC); Drow Skirmisher
AP 7 (1d6)
Special Actions trackless step, trapfinding, uncanny dodge
Combat Gear 2 scrolls of cure light wounds, wand of burning hands (DC11, CL1; 25 charges), caltrops
Spell-Like Abilities (CL 5) 1/daydancing lights, darkness, faerie fire
________________________________________
Abilities Str 13, Dex 18, Con 12, Int 14, Wis 12, Cha 14
SQ find secret/concealed doors, battle fortitude +1*, elf traits, drow traits, poison
Feats Daylight Adaptation1, Drow Skirmisher3
Skills Balance (3) +7, Climb (4) +5, Craft (stonemasonry) (1) +3, Escape Artist (4) +8, Hide (6) +10 [+1 in dark conditions], Knowledge (dungeoneering) (3) +5, Knowledge (geography) (2) +4, Knowledge (nature) (2) +4, Listen (6) +9, Move Silently (6) +10, Search (6) +10, Sense Motive (2) +3, Spot (6) +9, Survival (6) +7, Tumble (2) +6
Proficiencies Armor (light) Proficiency, Martial (drow long knife, drow scorpion chain, Xen’drik boomerang, handaxe, throwing axe, hand crossbow, rapier, short sword, shortbow) Proficiency, Simple Weapon Proficiency
Possessions blackened mwk drow longknife (2) 630gp, blackened rapier 20gp, mwk Xen’drik boomerang (3) 980gp, mwk densewood mighty [+1] composite shortbow 550gp, quiver with 40 arrows 2gp, blackened Chitin armor 20gp, bracers of armor +1 1000gp, Darkweave explorer’s outfit 110gp, cloak of resistance +1 1000gp; backpack 2gp: standard identification papers 2gp, mwk thieves' tools, anti-toxin (2 vials) 100gp, crowbar 2gp, caltrops 1gp, ivory scroll case 1gp, chalk (4) 5cp, candle (5) 5cp, flint & steel 1gp, fishhook 1sp, sewing needle & thread 5sp, small steel mirror 10gp, everbright lantern 212gp, trail rations (4 days) 2gp, grappling hook & 50 ft silk rope 11gp, everburning torch (2) 220gp, sunrod (4) 8gp, smokestick 20gp, tanglefoot bag (2) 100gp, thunderstone (2) 60gp, tindertwig 1gp, waterskin (2) 2cp, whetstone 2cp; 147gp remaining wealth in coins and gems
________________________________________
Hook Rizzenil was grouped with about eight other outcasts and sent on missions with the promise of freedom if they completed them. Their last mission was obviously a sheer suicide operation, so he and the rest of his Irons Company deserted—with his commanders presuming their KIA status—he now travels with his companions as his new adopted family.
________________________________________
Poison (Ex) An opponent hit by Rizzenil’s poisoned weapon must succeed on a DC13 Fort save or fall unconscious.



Aremis Aldaríon, Bowmaster of Aerenal
The Aldaríon family can be traced all the way back before -60,000, when they were mere slaves of the giants. The Aldaríon family is a very proud and respected bloodline to be a part of. They played a key role in the liberation of the Elven slaves of the giants, and also aided to the successes of Aerenal.
Aremis Aldaríon was born in 893 YK; thirty years after the birth of his brother, Winn, and one year before the death of King Jarot, the last rule of Galifar. Shortly after the death of King Jarot; Thalin, Kaius, and Wrogar reject the succession of Mishann, and The Last War begins. In order to ensure survival during the coming war, the Aldaríon family begun teaching Aremis the skill and mastery of the longbow. Like his brothers and sisters before him, he was trained in the art of war and the skillful tactics of ranged combat. Once his father felt confident in his long ranged fighting abilities, he was sent to train in melee combat with his older brother, Winn. His father was a renowned Cleric throughout the Elven lands of Aerenal and fought many prestigious battles; while his older brother became an incredibly skilled warrior, leaving everyone with high expectations for Aremis and his skill with a longbow.
Ten years after the Last War begins, Aremis and Winn go to the aid of Cyre as hired mercenaries. They fight valiantly in the war for five years before being asked to share their knowledge and expertise with others. Together they begin training newly recruited soldiers for combat. The war goes on for decades. During his service, Winn pledges his allegiance to Cyre and becomes a Knight of the Barony. Aremis becomes Captain to the archers of Cyre, taking them on various stealth missions to aid the cause. During his service as Captain, he witnesses the defection of the Aerenal mercenaries, the births of Connal and Evryn ir’Lorn, as well as the incorporation of the Warforged constructs into their ranks. He becomes acquainted with many people in Cyre, and continually embarks on missions to provide his knowledge and expertise in ranged combat.
Not surprisingly, Aremis and his brother see each other quite often on the battlefield; each leading their own soldiers to victory. After a particularly long and strenuous battle, Winn and his squad are sent away on a high priority mission. Meanwhile, Aremis begins planning for an important mission.
Aremis is best described a skillful tactician and marksman, one of the great Captains of Cyre. Leading his archers, he has been in many battles, and would willingly give his life for a fellow comrade. While he can hold his own in a frontline fight, he is skilled enough to support his troops from afar just as if he were standing right beside them. Aremis has consistently saved, rescued, aided and protected those fighting before him and has become a renown savior with the talents he possesses with the longbow. Like his brother, he was brought up to appreciate the gift of life, and fights skillfully to ensure the survival of every one of his comrades. He is very aware and alert of oncoming targets, and strives to react as quickly as possible in order to give his squad the advantage. Anyone who has ever been with him in combat knows that he will quickly turn the tide of any battle by thinning the enemy ranks.
Aremis is slightly larger that a typical being of Elven descent; standing at 5’6, and weighing in at 110 pounds. He looks strong, healthy and extremely nimble; and has somewhat short, messy golden hair. His eyes are jade green and look rather striking against his light gold and amber skin tone. He carries with him a look of honor and respect, and appears to be a very capable archer. He is often seen carrying an intricately decorated composite longbow and wearing golden armor, with white, silver and brown accents.

Aremis Aldaríon, Elven Mercenary CR 4
Male elf Fighter 4
NG Medium humanoid (elf)
Init +4; Senses locate secret or concealed doors, low-light vision; Listen +3, Spot +4
Languages Common, Elven, Draconic
________________________________________
AC 20, touch 14, flat-footed 16 (+4 armor, +2 shield, +4 Dex)
hp 44 (4d10+8 HD); Dodge
Immune magical sleep effects
SV Fort +6, Ref +5, Will +1; +2 vs. Enhancement spells or effects
________________________________________
Speed 30 ft
Melee mwk longsword +7 (1d8+2/19-20x2)[+4 BAB, +2 Str]
Ranged mwk mighty [+2] darkwood composite longbow +10 (1d8+4/20x3)[+4 BAB, +4 Dex; Weapon Focus, Weapon Specialization]
Space 5 ft; Reach 5 ft
Base Atk +4; Grp +6
Atk Options Point Blank Shot, Precise Shot
AP 7 [1d6]
________________________________________
Abilities Str 14, Dex 18, Con 14, Int 12, Wis 10, Cha 10
Feats Weapon (longbow) Focus1, DodgeF1, Point Blank Shot3, Precise ShotF2, Weapon (longbow) SpecializationF4, Right of CounselGM
Skills Climb +5 [-2 ac], Intimidate +1, Jump +5 [-2 ac], Listen +3, Ride +7, Search +3, Spot +4, Swim +5 [-2 ac]
Possessions mwk mighty [+2] darkwood composite longbow, mwk longsword, mithral shirt, buckler +1, quiver [20 arrows], everbright lantern, potion of cure moderate wounds [4 vials], holy water [2 flasks], backpack: grappling hook with 50ft. of silk rope, cold weather outfit, traveler’s outfit, flint & steel, belt pouch [2 pouches], identification papers with picture, traveling papers, everlasting rations, everfull mug, hvy warhorse ("Aronar") [chain shirt barding, military saddle, saddlebags]

Friday, December 28, 2007

Eberron Characters [17th Level]


JASPER, Psiforged Psion [psychokinetic] 17
Neutral-Gender Medium Sized Living Construct [Warforged]

AC 21 [flat-footed 17, touch 19]; HP 134
Saves: Fort +16, Ref +15, Will +17
Initiative +4
Speed 30
Melee +8
Grapple +6
Ranged +12
Space/Reach 5/5

Special Abilities:
Construct Traits: Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain; Cannot heal normally; Light fortification 25%; +2 armor bonus; No need to eat, breath, drink or sleep; susceptible to effects that target constructs .
Inherently Psionic: 1 extra PSP; Crystals in his body can store psionic power 1 + 1/2 character level.

STR 8, DEX 18 CON 20 INT 28 WIS 12 CHA 8

Skills: Appraise+10, Concentration+20, Craft [Sculpture]+12, Disable Device +19, Gather Information+2, Intimidate +19, Knowledge [Arcana] +14, Knowledge [Architecture] +10, Knowledge [Dungeoneering] +10, Knowledge [Geography] +10, Knowledge [History] +10, Knowledge [Local: Cyre] +10, Knowledge [Local: Sharn] +13, Knowledge [Nature] +10, Knowledge [Nobility] +10, Knowledge [Psionics] +10, Knowledge [Religion] +10, Knowledge [The Planes] +10, Psi-Craft +10, Listen +12, Search+14, Sense Motive +8, Spot+12

General Feats: Psionic Prodigy, Alertness, Psionic Meditation, Expanded Knowledge [Psionic Repair Damage], Expand Knowledge [Clairtangent Hand], Expanded Knowledge [Mind Probe]
Psionic Feats: Empower Power, Widen Power, Privileged Energy [Electricity], Expanded Knowledge [Mend Wounds]

Equipment and Possessions: Gloves of Dexterity +6, Headband of Intellect +6, Cloak of Resistance +5, Amulet of Constitution +6, Stone of Good Luck, Ring of Freedom of Movement, Ring of Protection +5, Portable Hole.

PSP: 336 + 9
Psionic Powers
DC 29 Cost 17 Implosion
DC 28 Cost 15 Greater Teleport, Telekinetic Sphere
DC 27 Cost 13 Mind Blank Personal, Moment of Prescience, Decerebrate
DC 26 Cost 11 Disintegrate, Overland Flight, Ethereal Abduction
DC 25 Cost 9 ClairTangent Hand, Energy Current, Greater Stomp, Plane Shift, Mind Probe, Mend Wounds
DC 24 Cost 7 Control Body, Energy Ball, Telekinetic Maneuver, Energy Adaptation
DC 23 Cost 5 Telekinetic Force, Telekinetic Thrust, Touch Sight, Energy Cone, Dispel Psionics, Glyph of Warding
DC 22 Cost 3 Psionic Repair Damage, Knock, Energy Missile, Tongues, Thought Shield
DC 21 Cost 1 Control Flames, Inertial Armor, Control Object, Far Hand, Force Screen

Saturday, December 22, 2007

Eberron Campaign Notes


The World of Eberron
What sort of adventures do they like? Mysteries? Hack-n-slash? Which characters are Dragon-marked? What houses do they belong to? Do they understand their roles?

Character Creation
The Player Characters will be created at 4th level, and begin the adventure in Cyre, through flashback. Then the campaign will flash-forward to “present” day and continue at 17th level.
Using the DM’s guideline for high-powered campaign, the characters will be built on a 32-point buy system for stats.

Action Points
The player characters will all begin at 4th level with 7 Action Points to be used for the entire level. These points do not refresh at the start of each session, and any Action Points that are not spent before advancing a level are lost. At 4th level, the PCs may roll 1d6 per action point, with the possibility of an option for exploding die.
At 17th level, the characters will all have a fresh supply of 13 Action Points to be used for the entire span of that level. At 17th level, the PCs may roll 3d6 per action point, taking the single best result and ignoring the rest, with the possibility of an option for exploding die.

Character Wealth
The baseline campaign for the D&D game uses this “wealth by level” guideline found in the Dungeon Master’s Guide (pg. 135). As per the guidelines found in that same tome, no single item can cost more than ¼ of the total wealth allowed for their level.
At 4th level, the PCs each have a wealth equal to 5,500 gp worth of equipment, armor, weapons and other treasure combined. The maximum single item cost is 1,400 gp.
At 17th level, the PCs each have a wealth equal to 350,000 gp worth of equipment, armor, weapons and other treasure combined. The maximum single item cost is 88,000 gp.

Campaign Conceits
The characters are all familiar with the area of the Mournlands, formerly known as Cyre. The characters are encouraged to originate from that country, or be in service to that nation at the start of play (4th level). Members of House Phiarlan (though primarily elves), citizens of Metrol, former worshippers of the Sovereign Host at the great Cathedral on the Hill, craftsmen and nobles of House Cannith (Dragonmarked humans) still loyal to Baron Merrix, nobles still allied to the rightful heir Prince Oargev of New Cyre – all are possible options for character backgrounds.
After the great cataclysm that was the Day of Mourning, the players all agreed to meet in the city of Sharn 4 years to the day after that terrible event. The time has come for the players to share what they have learned over the years of searching and questioning and now they must begin to put the pieces back together to regain their homeland.
The characters should have some degree of loyalty, if not to Cyre as a nation, then to each other as brothers-in-arms and former soldiers. Perhaps as fellow members of House Deneith under the Mark of Sentinel…

New Feats
The following new feats have been created or adapted specifically for this campaign. Players are encouraged to use their creativity when selecting feats, but please remember that this is a group effort and to please ask the GM if there is any doubt—or if there isn’t any doubt.

Psionic Prodigy [New Feat, General]
You have an exceptional gift for magic.
Benefit: For the purpose of determining psionic power points, treat your primary psionic ability score (Charisma for wilders, Wisdom for psychic warriors, and Intelligence for psions) as 2 points higher than its actual value. If you have more than one psionic class, the bonus applies to only one of those classes.
Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are human or another type of creature that gets more than one feat at 1st level), it applies to a different psionic class each time. You can take this feat even if you don’t have any psionic classes yet, as it represents a potential for psionic aptitude.

Thursday, November 15, 2007

The Continent of Khorvaire


Khorvaire
In the Eberron campaign setting for the Dungeons & Dragons role-playing game, Khorvaire is one of the larger continents of the world.

The material plane of Eberron contains four major continents, of which Khorvaire is arguably the most known. The others are Argonnessen (to the south east), Xen'drik (to the south west) and Sarlona (in the far east). The island continent of Aerenal lies just south east of Khorvaire, and to the north lies the frozen and barren continent of Frostfell.

The landmass of Khorvaire features a number of countries:

Aundair
A country of craftsmen and academics. House Lyrandar and House Orien operate mainly from Aundair.

Breland
Breland prides itself on personal freedom, which translates to a high crime rate, diversity and fun. The capital of Breland is Wroat, and Breland is home to the largest city on Khorvaire, Sharn, known as the City of Towers. As the largest nation, it is home to the largest communities of humans (44% of Breland's populace), gnomes (14%), half-elves (10%), elves (8%) and changelings (4%).

Darguun
Home of nearly 69% of Khorvaire's goblins, Darguun is perceived by civilised people as a necessary evil, for the moment at least. It has hardly any exports, although it has a deal with House Deneith to supply mercenaries.

Darguun was once land owned by the nation of Cyre, and was appropriated by goblinoid mercenaries, who served during the Last War, during a mass coup that occurred around 29 years ago. The coup involved the uniting of numerous goblin bands, scattered throughout the armies of all five warring nations in a massed assault and conquest of southern Cyre.

This event was largely orchestrated by a young hobgoblin, named Haruuc, who has since named himself Lhesh Haruuc Shaarat'kor, or the High Warlord Haruuc of the Scarlet Blade. It is he to whom the Ghaal'dar tribe owe allegiance, and his rule has been marked by both cunning and tact, as he his capacity for diplomacy aided the recognition of Darguun as an individual entity at the Treaty of Thronehold (which ended the Last War 2 years ago).

The Ghaal'dar, as a whole, have the most developed relations with foreign realms, trading goods and the services of well-trained goblinoid mercenaries with Breland and Thrane. The survivors of Cyre have little regard for the goblins, given their occupation of Cyre land and general bitterness at the loss of their own home. Two other goblin clans exist (consisting of numerous tribes each) - the Dhakaani clans (Kech Volaar and Kech Shaarat), which reside in the western Seawall Mountains within ancient Dhakaani fortresses, and the Marguls, which are tribes of the Northern Seawalls (mostly their highlands) and are primarily composed of bugbears.

The Marguls are fearsome and the most barbaric of the clans, sharing few interactions with the outside world and only passing relations with Lhesh Haruuc and the Ghall'dar. The Kech seek the rebuilding of the ancient Dhakanni empire, and are guardians of lore and techniques of the fallen kingdom, often seeking out ancient artifacts and stories of the past.

Demon Wastes
Humans and orcs fight here to keep demons out of the rest of Khorvaire.

Droaam
Before the Last War, Droaam was a part of Breland, but it proved too difficult to protect all civilised inhabitants while fighting a war. Now it is inhabited by mostly goblins, ogres, hags and gnolls.

Eldeen Reaches
Most of the land is taken up by forest, out of which most druids operate. The country was a part of Aundair before the Last War, but when troops were withdrawn out of the Eldeen Reaches to help protect the main cities of Aundair, the inhabitants of the Eldeen Reaches claimed independence. House Vadalis operates from the nation.

Karrnath
The dictatorship of Karrnath has good ties with the Mror Holds. House Jorasco and House Deneith operate out of Karrnath. Notably, Karrnath supplemented its fighting force with undead creatures.

Lhazaar Principalities
Pirates and other nautical forces live here. The principalities consist of a number of islands. Anyone with power controls not only a flagship, but also some land.

Mournland
Cyre was a strategic battleground in the Last War, and was host to some of the largest battles of that war. In the last years of the Last War, Cyre was suddenly, and inexplicably, destroyed. A not-quite-dead wasteland remains where Cyre lay, surrounded by a thick gray fog. It appears that Mournland is literally an open grave, where the bodies of deceased soldiers refuse to decay. A few survivors from Cyre have settled a village in Breland, dubbed New Cyre. The village has expanded to a population size of about 5000.[1]

Mror Holds
This dwarven nation is an important economic power in Khorvaire. House Kundarak operates a powerful banking emporium from here. The dwarves have built impenetrable forts here.

Q'barra
A country of colonists and idealists, Q'barra is an empty rainforest. The country was founded, far from everything, to maintain the ideals of King Galifar I, and consists of a few cities and small villages spread throughout the jungle. Q'barra mines and exports Eberron Dragonshards. No House operates out of Q'barra, although House Tharashk's Finders Guild is involved in the search for Dragonshards. Conflicts have arisen between the lizardfolk who are native to the region and the new Human settlers.

Shadow Marches
The Shadow Marches are home to most half-orcs. The country is home to mostly orcs and human families, with a few half-orcs. The families are part of clans, made up of both humans and orcs. House Tharashk operates from here, and consists of a fairly loose group of humans and half-orcs. Eberron Dragonshards are found in the Shadow Marches.

Talenta Plains
Halflings, who learned to work together during the Last War, live a mostly nomadic lifestyle here. They are hunters and herders, and have little industry. House Ghallanda operated out of the Talenta Plains.

Thrane
Formally, Thrane is a monarchy ruled by Queen Diani ir'Wynarn, descendant of King Galifar I. In reality, however, the royal family serves only as a figurehead. Thrane is a fundamentalist theocracy and the real power resides with the Church of the Silver Flame. Below the mighty Council of Cardinals, the archbishops of the Silver Flame act as governors and mayors throughout the realm. Religious design and artwork dominate most of the architecture, giving the urban areas a unique look that doesn't exist anywhere else in Khorvaire. There are few people in Thrane who follow any other faith than the Silver Flame, but those who do and do it openly can expect to be met with suspicion and hostility.

Valenar
Originally a colony of elves from the island continent of Aerenal. The elves that live here live a very militaristic lifestyle and regularly raid Q'barra. Humans, mostly farmers, live here too and produce food for the elves in a sort of symbiosis. House Lyrandar is one the few Houses with any sort of influence here, as it can control the weather.

Zilargo
The gnomes have lived here for thousands of years, managing to keep their independence through diplomacy. When King Galifar I built his kingdom, the gnomes surrendered, to maintain their independence. They export diplomatic expertise and produce the Korranberg Chronicle, a widely read newspaper. House Kundarak and House Sivis operate out of Zilargo.


Population & Demographics
According to the Eberron Campaign Setting, Khorvaire is home to 15,520,020 people, although some fans dispute the realism of that number, arguing that ten times that is more realistic. The bulk of the population, 43.2%, is human. The second largest population is of dwarves, which make up another 9.3%.

The World of Eberron


What's the Difference?
One of the most obvious differences between Eberron and generic D&D is the level of magic. High-level magic, including resurrection spells, is less common than in most other settings. However, low-level magic is much more pervasive, primarily provided by the Dragonmarked Houses. Many cities have magical lanterns (everburning torches) throughout the streets. A continent-spanning, magical "lightning rail" provides high speed transportation.



Alignment is slightly more muddied than in other official settings. Evil beings of traditionally good races and good beings of traditionally evil races are encouraged; but alignment definition remains true to D&D standards, with good and evil retaining their meanings. However, the situation often arises in the campaign world that oppositely aligned characters will side with each other briefly if a threat looms over all, and also both good and evil characters will infiltrate each others organizations for purposes of espionage.

Religion is similarly less clear-cut. The pantheon of Eberron does not make itself overtly known. The existence of divine magic is not evidence of the gods, as clerics who worship no deities but instead follow a path or belief system also receive spells. A cleric can even actively work against their own church and continue to receive spells. As a result, religion is largely a matter of faith. Unlike in many other 3rd edition D&D settings, a cleric does not have to be within one step of his deity's or religion's alignment, and is not restricted from casting certain spells because of alignment.

The setting adds a new base character class, the artificer. Artificers are spellcasters focusing on magical item creation. Artificer infusions (their equivalent to spells) focus on temporarily imbuing objects with the desired effects. For example, instead of casting bull's strength on a character, an artificer would cast it upon a belt to create a short term magical Belt of Bull's Strength. Artificers have access to a pool of "craft points" which act as extra experience points (only) for use in creating magical items without sacrificing level attainment. This pool is refilled when the artificer gains levels, or by draining power from an existing magical item (destroying the item in the process).

Eberron also introduces a new NPC class known as the magewright, which is an arcane caster who has a limited selection of low-level spells. The existence of magewrights is part of the reason for the prevalence of low-level magic in Eberron.

Rules
To try to create a pulp setting, Eberron uses "action points" that allow a player to add a six-sided die to the result of rolls made with a twenty-sided die. Characters receive a set allotment of single-use action points each character level. The Eberron Campaign Setting also includes feats which grant additional uses for action points, such as allowing a player to add an eight-sided die instead of a six-sided die, or spending two actions points to grant your character an additional move or standard action. Certain class features with uses per day, like a barbarian's rage ability, a cleric's turn/rebuke undead ability, or a druid's wild shape ability, can be used again by spending 2 action points. The final use for action points is to spend one to stabilize a dying character.

World
The Eberron setting primarily takes place in Khorvaire, a continent that was ruled by goblinoids of Dhakaan in ancient times. Humans are now the most populous race in Khorvaire, living primarily in the area known as the Five Nations. Southeast is the small continent of Aerenal, ruled by elves. Due south is the jungle continent of Xen'drik, once ruled by an empire of giants that collapsed, now under the dominion of the drow. Frostfell is an unexplored land of ice in the north. The other two main continents are Sarlona (a continent ruled by quori, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye.

"Eberron" is also the name for the land of the world, and is also referred to as the Dragon Between. Siberys, the Dragon Above, is the name given to the planetary rings which surround the planet. Khyber, the Dragon Below, is the name given to the underworld, and is similar to the Underdark in many other settings. According to the creation story, the world was formed when the progenitor wyrms changed their form into what they are now. Siberys created the dragons, Eberron created humanoids and other "lower races", and Khyber created the "demons" of the world. (The term "demons" is meant to use the common definition, not the D&D outsider.)

The Last War
The most recent significant event in the Eberron Campaign Setting is an event called the Last War, so-called because the people of Khorvaire believed that after the war was over everybody would grow tired of war (much as World War I was known as "the war to end all wars"). Coincidentally, the Last War ended on the 11th Day of Aryth (the equivalent to November 11, the day Germany signed the Armistice officially ending World War I). It refers to a series of conflicts in Khorvaire over 102 years that began with a dispute over the throne of the Kingdom of Galifar and the ruling of the Five Nations.

Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. (The Eberron Campaign Setting does not give an official cause for this disaster, but it had a similar effect to the atomic bombings that ended World War II. Even a magical "radiation" mutates flora and fauna alike, similar to stereotypical but inaccurate depictions of the results of the nuclear radiation.) This event helped expedite the end of the Last War. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged (see Races) led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all "flesh and blood" humanoids. Those in the Mournland do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.

The Last War officially ended two years prior to the start of the campaign, with the Treaty of Thronehold, as each of the Five Nations and most of the nations that broke off during the war officially became independent.

The Dragonmarked Houses
The Dragonmarked Houses are thirteen extended families which control most business throughout Khorvaire. Within the houses, only a small percentage of every generation manifest dragonmarks, which are marks on the body that grant spell-like abilities to those born with them. These dragonmarks are designated by taking the Least, Lesser or Greater Dragonmark feat or taking levels in the Dragonmark Heir prestige class. There used to be thirteen dragonmarks but only twelve remain. Each family possesses only one type of mark, and only one or two races can manifest a particular type of mark. Additionally, only races listed in the Player's Handbook can manifest a dragonmark at all. With the exception of House Phiarlan and House Thuranni (which both possess the Mark of Shadow), each house exclusively has one type of dragonmark.

Dragonmarks come in five forms: aberrant, least, lesser, greater, and Siberys. Aberrant dragonmarks are deviations from normal marks and are not recognized by the dragonmarked houses. People who have aberrant dragonmarks are commonly believed to have been warped by Khyber, the Dragon Below. Least, lesser, and greater dragonmarks can be gained by taking the appropriate feats or taking levels in the Dragonmark Heir prestige class. These types of marks must be taken in order. The Siberys mark is the greatest mark, but someone cannot have both a least, lesser, or greater mark along with a Siberys mark. A Siberys mark is gained by taking the Heir of Siberys prestige class.

Another family line known as Vol possessed an additional dragonmark known as the Mark of Death, but that line was mostly destroyed in a conflict between dragons and other elves. Only one heir remains today (named Erandis d'Vol), but because she is a lich she cannot use her dragonmark. However, she tries to gather information to restore the mark through the Order of the Emerald Claw and the religion known as the Blood of Vol.

The worst punishment for a member of a dragonmarked house is called excoriation. It is similar to excommunication in that the other members of the house are not allowed to have any contact with the excoriate under threat of severe punishment themselves. Excoriates may not even avail themselves of the publicly-available services their house provides. Excoriation is the punishment for only the worst offenses that dishonor the house. In prior times, the house would actually flay the dragonmark from the person's body. If the person survived excoriation, the missing dragonmark would regrow on a different part of the body and continue to function, but its use caused severe pain to the person.

Deities and Religious Systems
Religion in Eberron is based around the church and pantheons rather than a specific deity. A paladin might thus follow Dol Arrah first and foremost, but still be of the same faith (the Sovereign Host) as a wizard following Aureon. A paladin of the Silver Flame, on the other hand, belongs to a different religion and might have very different views on theological issues, although still devoted to the cause of law and good. Deities in Eberron are not in general specific to a race, although both elves and kalashtar have religions not commonly practiced by other races.

Planes
Like most other D&D campaign settings, Eberron has a number of planes. Besides the Prime Material Plane, the Ethereal Plane, the Plane of Shadow, and the Astral Plane, the Eberron Campaign Setting has thirteen relatively unique planes. Gates or portals to any of the planes are very rare. These thirteen planes metaphysically orbit around Eberron, and depending on their current location are considered in one of four states.

* Waxing/Waning - The plane is either approaching or moving away from Eberron. Planar travel occurs as normal.
* Coterminous - The plane actually touches Eberron, and certain effects are strengthened in Eberron. Also, it may be possible to travel between planes by going to an appropriate spot. For example, when Risia, the Plain of Ice is coterminous, one may enter the plane from Eberron by walking into a blizzard. Because of seals placed by the Gatekeeper druids, Xoriat, the Realm of Madness, is incapable of becoming coterminous with Eberron.
* Remote - The plane is furthest from Eberron, and certain effects are weakened in Eberron. Also, reaching a remote plane with the spell plane shift is difficult and requires a high Spellcraft DC check. Because of the conflict between the Quori and the giants of Xen'drik, Dal Quor is always considered remote from Eberron.

Also, certain places in Eberron have a manifest zone, which is a permanent connection to the plane regardless of the plane's distance from Eberron. Similar to when a plane is coterminous, certain effects of the plane appear in the manifest zone. However, unlike when a plane is coterminous, one cannot pass between planes in a manifest zone.

The most well-known manifest zone in Eberron is in the metropolis of Sharn, the City of Towers: this manifest zone to Syrania, the Azure Sky improves levitation and flying magic and allows for the buildings to reach the sky.

The Number 13
The number 13 plays an important role in Eberron, particularly in the form of "thirteen minus one", where a group of 13 lost one of its number, resulting in 12. Some examples are:

* There are 13 unique planes, but only 12 of them currently interact with Eberron on a regular basis.
* There are 13 different dragonmarks (not houses), but only 12 currently exist (all known bearers of the Mark of Death were destroyed). Similarly, there are 13 Dragonmarked Houses, but they only represent these twelve remaining Marks.
* There are currently 13 different nations, but one of those is a wasteland (the Mournland). Not all nations are "officially recognized."
* The ancient calendar of the giant empire is said to have 13 months, whereas the current calendar has 12.
* During the Age of Giants, legend says there were 13 moons, but currently there are 12 (one has vanished).
* In the dwarven Mror Holds, there were 13 clans, but one has been destroyed, leaving 12.

Note that the number 13 is known as a "baker's dozen." Because the phrase has an established use it is used as a play on the author's name.


Races & Monsters
The Eberron Campaign Setting introduced four new player races: the warforged, the shifters, the changelings and the kalashtar. Two other playable races were later added in the Magic of Eberron supplement: The Psiforged, and the Daelkyr Half-Blood.

Warforged are sentient "living constructs" similar to golems but capable of independent thought. Warforged were first invented thirty years ago during the Last War by House Cannith. They are constructed primarily of Livewood, timber from Aerenal that remains alive after being felled. Warforged were produced in Creation Forges in House Cannith strongholds. Under the treaty of Thronehold, the truce ending the Last War, the construction of new Warforged was banned and the existing members of the race were given their freedom. However, in the lands of Thrane and Karnath, Warforged are forced into "indentured servitude." They are the newest intelligent race of Eberron and don't yet have a well-defined place in the various civilizations of the world. With the loss of their regimented and well-regulated military lifestyle individual Warforged have had to develop their own goals in life.

Psiforged are a new breed of Warforged that can focus and channel psionic energy. Psionic crystals are imbedded within their bodies and can be seen beneath their exoskeletons. These crystals help focus the psionic energy that can be found in all living things. Although they are the same race as the Warforged, they have come to be set apart by being referred to as the "Psiforged."

Shifters, or "weretouched", are a true race that developed through the breeding of humans and lycanthropes resulting in a superficially human form with somewhat "animalistic" features. They have the ability to temporarily gain an increase in speed, a natural weapon (bite or claw), greater climbing ability, or other abilities as appropriate to their individual heritage. Shifters can only do this for short periods a limited number of times per day, however. Shifters suffered persecution from the church of the Silver Flame during their crusade against lycanthropes 160 years ago. The church of the Silver Flame initially considered shifters as dangerous and unnatural as lycanthropes, but later recognized this error and reclassified them as a distinct and natural race.

Changelings developed through the breeding of humans and doppelgangers. While they do not have the full shapechanging and telepathic abilities of doppelgangers, they still have a minor change shape ability that allows them to take on other appearances at will. Changelings lack a distinct culture and history of their own, instead using their abilities to blend in to the societies they live in, in many cases keeping their true race a secret to all.

Daelkyr Half-Bloods, introduced in the supplement Magic of Eberron, are formed when the venomous spirit of a Daelkyr, sealed beneath the earth, leaks into the surrounding environment. Unborn children within this sphere of influence are born Daelkyr Half-Bloods.

Eneko, introduced in the supplement Secrets of Sarlona, are the descendants of half-giants and ogres, and are most common in the Sarlonan nation of Syrkarn. Half-giants themselves can be played as characters from Xen'drik or Sarlona.

Finally, Eberron introduced the kalashtar — humans bound with a spiritual psychic connection to a quori, a creature originally from Dal Quor, the Region of Dreams. This bonding first happened thousands of years ago and resulted in a new and distinct race with minor physical differences from humans and significant mental ones; Kalashtar have psionic abilities and some degree of shared memory due to the common spirit they share with their ancestors.

As for traditional races, elves are relative newcomers to the continent of Khorvaire. Originally the elves were slaves to a race of giants on the continent of Xen'drik. They escaped to and founded a nation on the smaller continent of Aerenal. Aerenal elves in Eberron practice a form of ancestor worship. On Aerenal, those elves deemed to be particularly beneficial to the race are magically revived as Undying. The lich-like beings are enchanted with positive energy instead of the negative energy that animates undead. The Undying act as counselors to the Aerenal elves. Elves have occupied parts of Khorvaire sporadically, only recently forming their own nation there known as Valenar. Valenar elves hold different traditions from Aerenal elves, and stress bringing glory to their Xen'drik ancestors through combat.

Dwarves, by legend, originated from the Arctic subcontinent of Frostfell and now live in a region called the Mror Holds. In addition to their traditional role as elite warriors, they also put much importance on wealth, and their dragonmarked house -- House Kundarak -- is used throughout Khorvaire for banking. Halflings usually live in nomadic tribes in the Talenta Plains where they train dinosaurs as mounts.

In the Eberron campaign setting, unlike other campaign settings, orcs are given to spirituality and nature-worship. They established successful societies, learning druidic secrets from the green dragon Vvaraak while the goblinoid races built a mighty empire, some 16,000 years ago. The orc societies took a massive blow during the daelkyr invasion 9,000 years ago, though it was the orcs now known as the Gatekeepers who were able to stop the invasion by sealing the daelkyr beneath Eberron and severing the link between Eberron and the daelkyr home plane of Xoriat. The Gatekeeper druidic sect remains a presence in Eberron, albeit one largely concerned with defending the world from outsiders, aberrations and other unnatural foes rather than politics.

Gnomes commonly live in their own country of Zilargo and are considered excellent shipwrights, the masters of elemental binding, information seekers, and social manipulators. Because of widespread immigration though, any race can be found anywhere on Khorvaire.

Other significant races and monsters to Eberron include goblinoids (goblins, hobgoblins, and bugbears) who had an empire which once dominated Khorvaire, but powerful magics unleashed during the daelkyr invasion led to a period of decline. The remnants of their empire were largely wiped by the humans when they immigrated from Sarlona; however the Last War weakened the Five Nations to a degree that the goblinoids were able to form a new nation in part of what was once Cyre. Drow, unlike the elves, remained in Xen'drik. They use scorpion imagery but they do not venerate scorpions as drow in Greyhawk or the Forgotten Realms do for spiders. Rather than being a subrace of elves, drow are their own distinctive race. A special warped race of drow called the Umbragen or the shadow elves also exists, with information on them revealed in Dragon magazine and the computer game Dragonshard.

Couatl — good creatures of positive energy — are responsible (with the aid of the dragons) for bringing an end to the Age of Demons 100,000 years before the campaign begins. Some believe that most couatl have bound themselves to the force known as the Silver Flame, which now has a church devoted to it.

Rakshasas are part of an evil organization called the Lords of Dust who scheme in Khorvaire to release their godlike masters from Khyber. These evil spirits are the undisputed masters of illusion, treachery, and subversion, and they have a hand in the politics of practically every nation of Khorvaire.

Daelkyr are extremely powerful, evil creatures from Xoriat hiding within Khyber who seek to eventually break the seals on the portals to their home plane and bring madness to Eberron.