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| Thanqol08-08-06, 07:41 AM | Sharn, YK998. The City of Towers. The flying city. A wonder of the world. The nobles ride on silver pegasi and entire mansions float on the Clouds Above. The City of Depths. The sin sity. A scar on the world. The lowest scrape out an existaince in the magma-filled depths of the cogs, where adamantine gears turn - powered by living golems. Sharn is a city of paradoxes. If one is on the highest levels, it is glorious - from the top you can see the world. From the lowest levels, you might as well be in Hell. Hundreds of layers, connected by slow-moving magical lifts, mobile Skycoaches, or simple staircases spiral upwards, from the depths of Lower Dura to the hights of Upper Central and Skyway. Within Sharn, countless power factions vie for control. The Sharn Watch, aided by the elite Redcloak Batallion strives to keep law, while criminal gangs like the brutal Daask, the cursed Tarkanans, the unreadable Tyrants, the monopolistic Boromar Clan, and the infamous high-profile crooks of the Aurum each fight each other for the highest positions. Supernatural threats abound as well - the bizzare fallen angels that are termed "Radiant Idols", the undead creatures of the Emerald Claw, the battles of the psionic Inspired and Kalshatar, and anything that crawls within the Cogs. Sharn was untouched by the wars that ravaged the rest of the nations, but has had an influx of refugees from the ruined country, Cyre. The City of Towers is being pulled by dozens of hands, each wanting to stand atop Skyway. Many people never hear of these power struggles, though, and live lives as merchants, magewrights, and commoners without fear on their lives. But if you want to get to the top, someone else is gonna have to fall. Fame and glory are to be had. It all depends how ruthless you are. [Guidelines: This is Eberron-setting, so go easy on creating countrys ect for your backstory. A quick primer is provided: Human nations: Cyre (destroyed by arcane experiment), Karrnath (grim, undead using), Aundair (Small, highly magical), Thrane (Religeous, worship 'The Silver Flame') and Breland (Sharn's nation, in favour of democracy and freedom). Leaders: Oregav of Cyre (minor and innefectual), Kaius III of Karrnath, Aurala of Aundair, Speaker of the Flame (pope) Jaela Daran of Thrane, and Boranel of Breland. Other nations: Droaam (Monster home), Valenar (Warrior-elf), Zilargo (Gnomish, information-obsessed), Eldeen Reaches (Druidic), Darguun (Goblin), Lhazaar (Pirates), Mror Holds (Dwarf), Talentia Plains (Halfling), Demon Wastes (Barbarian). Just use these names and locations in place of making something yourself. If you have to use an other idea, come from interplanar. Low-magic, wide-spread. There arn't many epic wizards, but many people can do a little magic. Don't make someone really super powered, lower levels are better. 3-12 is perfect. Incidently, try to stay away from armies and 'destroy the world/city' style spells. Dragonmarked Houses: Thirteen families use their magical powers to dominate certain areas of trade. They'll only show up when they need to, so don't worry. Races: Kalshatar are humans who are slightly possessed by dream spirits. Warforged are living golems built to fight in the last war but are named people, not property by the treaty of Thronehold. Shifters are humans bearing some lycanthropie blood. The Last War dragged on for 100 years, but ended four years ago when Cyre was destroyed by some arcane explosion that no one knows the cause of. Gods: (PM me for more details) Soverign Host (Nine gods of good) Dark Six (Six gods of evil) Silver Flame (Holy fire) Dragon Below (Insane cultists) Blood of Vol (Undeath is the answer) If you want to fit something into the world, ask me for help ^^ but you're by all means free to just dive in like people normally do in TC. If you've got some time, this board (http://marcivom.proboards59.com/index.cgi?board=towers) has a very total typed up description of Sharn. You don't need to read it, but if you want to know the place a bit better by all means go for it! In particular, first post of every thread. Eberron FAQ (http://boards1.wizards.com/showthread.php?t=254109)/ Naturally, you don't have to read this either. Enjoy! :D ] |
| Taeldrin Laesrash08-14-06, 09:14 PM | I apologize if this doesn't work. Not totally familiar with Ebberon, though I'll do what I can. Namer LN Warforged Truenamer 5 Some of the tactics brought upon the Last War weren't what could be considered chivalrous. Many nobilities claimed to be fair fighters, but were as low-down and dirty as the fighting got. A well-off family of Cyran librarians, desparate for safety from the many battles, sold one of the most powerful weapons in the War: The enemy's truenames. The librarians researched the more famous commanders, and then sold their truenames to the highest bidder. Their secret weapon? A studious warforged called Namer. Almost considered a family pet, the construct spent long hours in research and study. Not needing to eat or sleep, it could spend days on end studying the next general on the family's waiting list. The buisness was profitable, and while Namer learned about free life and culture from the books it read, the warforged was perfectly happy discovering new names. The truename trade among this priviliged group of Cyrans started in 980 YK, and continued on for seven years, and unearthing dozens of truenames, supposedly even that of Sora Kell herself. Finally, in light of the increasingly violent fighting, one of the family, Kierth si'Rhys, a spontaneous youth with plans to make a name for himself in smuggling goods through war-infested areas. In cased that failed, he selfishly took Namer with him to restart the truename trade. However, within a week, the two had been separated, Namer being caught by agents of Zilargo and spirited away to a stronghold in the Lhazaar Principalities. He was kept for the next seven years performing tasks of intellegence analyzing and was tapped for any information on covert activities hostile to gnomes. When the Last War ended, with Cyre being destroyed, the gnomes no longer deemed Namer as a threat, and was let go, where he has spent the last several months wandering. He has two initals goals at hand-One, finding Kierth and reestablishing their library of truenames; two, learning more about the psychological effects of religion on human minds, and possibly choosing a god to worship like the humans do. Namer takes on the typical appearance of a warforged, although there is what appears to be a gold-flecked magnifying glass attached to its left eye. It wears a simple traveler's vest, and a silver chain which bears a silver head, sticking its tongue out. At its waist is a metal rod with an iron sphere on the end, and Namer wields it as a mace. The warforged is fairly open-minded, and welcome to almost all opinions. It is surprisingly well-versed in most cultures on Khorvaire, although some would consider Namer a master of trivial facts. It is heavy on theorizing, and goes through a situation almost as if it were a scientific experiment. It is very curious and studious at the moment, trying to learn more about how living humanoids act and feel. |