| Post/Author/DateTime | Post |
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| itraylor08-08-07, 09:22 AM | One character is a typical House Cannith Artificer that went to the enclave in Sharn after Cyre was destroyed. His background is extremely in depth but I am having issues working the other two characters in. I was thinking of a druid and ranger that are brothers and Cannith foundlings. Years before The Day of Mourning they (along with their parents, retainers etc.) were on a caravan heading to Sharn when they were attacked (maybe by elves or goblins…someone that takes and sells slaves). Anyhow they were taken as captives/slaves along with a few other children and those incapable of fighting. Long story short they escaped and ended up in The Kings Forrest and eventually joined The Shadows of the Forest (the group outlined in Dragonshards-Druids part 1). They were caught with a few other members of their group and were going to be put to death until it was realized that they had dragonmarks…of the house of making. Merrix used his influence to save them and brought them in, taught them some of the ways of the house, and teamed them both up with the artificer, in the capacity of wilderness guides etc…and the adventure begins. I just glossed over a lot but that’s the main concept. I was also thinking of the same background for the artificer and druid but using a bard instead of a ranger. My problem is finding a way to work a cool bard into House Cannith South and a smooth way for him to team up with the artificer and druid. Any ideas would be helpful, thanks! |
| naturax08-08-07, 09:28 AM | You could think of the bard as a sort of spell-thief, a sneak that uses magic to trick people. I always really liked the idea of the bard's spells and abilities looking like alchemy - I'm not suggesting you change a single thing in the rules - but you narrate the character throwing vials of poisons around whenever "casting" a spell and stuff like that. So you might have an easier time thinking of a character who's CLASS is bard if the character itself thinks of itself as an alchemist or thief or something. |
| Ryoden_Anariavas08-08-07, 11:16 AM | Bards make EXELANT diplomats as they have all three synergy skills as class skills |
| itraylor08-08-07, 10:09 PM | Well given the brief background above I am wondering how to tie a bard in with the group being that they will be exploring lower Sharn, The Mournland and Xendrick. We plan on running the published modules starting with the one in the ECS. The Artificer will do it for obvious reasons (Merrix is his patron yada yada). The druid is assigned more as a wilderness guide and because Merrix and the house actually saved him from being killed he owes them his life, not to mention he is actually a marked member of the house. The bard on the other hand is trickier and I can’t figure it out. Why would he decide to join or why would Merrix or some other higher up assign him for this mission. I know the usefulness of bards, just more concerned with a nice story to tie everyone together. I hate the…you all met in a tavern scenario. Thanks. |
| naturax08-09-07, 07:05 AM | Politics. Maybe the bard is a representitive of one of the other factions of House Cannith and Merrix has been pressured into sending them along too. Or maybe the bard is from a family line that Merrix owes a favour too and they want to send the bard along as payment. Merrix doesn't have to be happy about it! |
| JulesCARV08-09-07, 08:31 AM | One thing to keep in mind is that music is linked to the Magic of Creation in Eberron, which is something House Cannith might be very interested in. Although it isn't optimal, you might consider taking the Music of Making feat -- it goes quite well with a Cannith bard. The bard, after learning his art as a foundling, could be assigned by House Cannith to be a sort of musical researcher seeking to understand the Music of Creation. Also -- House Cannith might have a few Lyres of Building, and want skilled performers to play it who have the endurance to get the maximum use out of them, playing them for hours on end, if they need a new facility or are commissioned to create buildings or the like. Just a thought. |
| itraylor08-09-07, 09:21 AM | That sounds nice, I just need to read about the Music of Making feat for specifics. I was also thinking as the PrC Sublime Chord which folds in well with the music of creation. I will have to read more but for now I have to go to work. Thanks. |
| Hellcow08-10-07, 04:31 AM | I've had the hardest time logging in lately. Hmm. Just for my thoughts: Music of Making is obviously a good thing to explore, as are the lyres of building. But to me, the first question you need to address is "What does it mean (to this character) to be a bard?" Zilargo has an unusually high number of bards, but almost none of them sing and dance; many don't even have Perform, while others take Perform (Oratory). Such a bard is perfect for life in the intrigue-laden land of Zilargo. He can use his skills with oratory to exhort his comrades to greater deeds - not with song, but with an inspiring speech. The gnomes believe all information has value, and so he knows a vast amount of random information (AKA bardic knowledge), his skill set combines social skills and a little stealth for when eavesdropping is called for. And to round it out, he has a little magic at his disposal - something that's always useful in the magic-filled world of Eberron. This is perfect for Zilargo, but there's no reason it can't work for Cannith. The dragonmarked houses wield as much power as nations, and they have just as much need for negotiators. But there's another direction for the oratory bard. What about foundlings? The house can't just grab someone from the outside and expect them to fit in immediately; someone is going to have to work with these people, to teach them the ways of the house, and most of all, to make sure that they come to believe in the house, that they will be loyal to its goals. Sure, you could set them up with an artificer, but he doesn't have Sense Motive or Diplomacy. He not especially good with people. In all likelihood, he doesn't actually no much about the history of the house, and he can't inspire the foundling with the great deeds of the founders. The bard can do all of that. He has the knowledge skills and bardic knowledge to know his history. He has the social skills to evaluate the foundling's progress and adjust her behavior (these skills may not work on PCs, but it's the principle). Things like Bardic Knowledge and Knowledge (local) help him introduce her to her new home. His bardic "music" (oratory) helps him inspire her further, and could include "Music" of Making. And he has a little magic, a few tricks in addition to his dragonmark... again, always useful in a magical world. So. I can understand your wanting an artificer, and it makes sense for him to be part of the house. But if it was ME, I'd make the artificer and the BARD siblings, and both part of the house. The druid is the foundling, and the bard the guide instructed to help her adjust to urban life and her new birthright - and in the process to hone his own skills. The artificer accompanies him because he's not letting his little brother go off on his own (especially into danger), because he's got a crush on the druid, or both. There's lots of other paths you could take with a bard - inquisitive, reporter, true entertainer - but there's what I'd do. ;) |
| itraylor08-10-07, 08:54 AM | That’s a good little twist that I was not thinking of. I am very sold on the artificers past, it’s a good story. I think that what I can do is have the bard tied in with Cannith South, born and raised in the house. The druid’s story will not change except that he will be attached to the bard for the purposes that you mentioned (learning the house history, seeing how things work, meeting people in the house etc.). Since Merrix is the artificer’s patron he wants him on the special mission to recover the schemas and everything outlined in the published adventure because the artificer will know what he is looking for and he has Merrix's best interest in mind etc. Merrix will of course know of the druid/bard pair and so will appoint them as wilderness guide, diplomat, and just general extra help so that he does not have to use trackers and survivalist outside the house etc. The other idea (my original) was to have a warforged cleric of The Becoming God and a warforged warblade that Merrix recently created in his forge to accompany the artificer. Essentially the cleric would be enticed to go since he will eventually enter The Mournland and possibly Xendrik. This will give him and opportunity to search for the LoB and his creation forge etc. The warblade will not really need a reason as he is a recent creation. He is basically told to accompany the artificer and act as a bodyguard. As people suggested the druid/bard option I changed direction a little and I think both are good ideas and will make good groups. I also thought about substituting the cleric with the druid; or just have a druid/ranger brother combo with basically the same backgroud which leaves me with a few party combinations: Option #1: Artificer; Cleric; Warblade Option #2: Artificer; Druid; Bard Option #3: Artificer; Druid; Warblade Option #4: Artificer; Druid; Ranger I guess no group is better than the other but which one would work best mechanically? The more I look at it I am thinking option #3. It gives the group muscle, divine magic, a good animal companion for the extra muscle needed by a three member party and the artificer provides well roundedness. I am thinking of having the druid either have a magebred ghost tiger, a displacer beast or a gorgon for an animal companion. Any thoughts? |