Eberron Campaign Journals [Archive] - Wizards Community

Post/Author/DateTimePost
Wicked Tinker

08-05-04, 03:22 PM
Are there any websites out there that chronicle an Eberron campaign? I'd love to read about someone's campaign, but I cannot find one. Thanks.
ChronosCrow

08-05-04, 07:32 PM
I do just exactly that. We've had 5 games, but I haven't been able to write past the first game, though I did recently get back to it, so I ought to be updating later tonight.

http://losstupid.com/eberron.html
Wicked Tinker

08-05-04, 08:04 PM
Thanks ChronoCrow. Exactly what I was looking for!
ChronosCrow

08-05-04, 11:34 PM
I'm no writer though, so I'm sure it's a sucky read, but I like to indulge myself.
asher3001

08-06-04, 10:58 AM
here is a summary of my campaign so far. its pretty involved. i want to post the actual outline when i have finished writing it.


Background Summary
Season I Blood Runs Thicker than Water
Its two years after the last official blood was spilled in the Last War. It’s a time for new heroes and new legends to rise from the ruins of a once great empire.
The Characters assemble on the Lightning Rail, all traveling to Sharn, the City Of Towers, for personal reasons. Some looking for Fortune and Glory, some haunted by a clouded past, all getting involved in something bigger than they bargained for.
INTRO/EPISODE I
While on the Lightning Rail the PCs come to the rescue of Sarah, the niece of a minor noble of Karrnath, murdered only moments before by agents of the Emerald Claw. After the party has defeated the murderous cult members, they discover a plot to assassinate someone referred to only as “THE LADY”. But the events on the train do not go unnoticed by the Marshals of House Denieth, who guard the train from such events. They take the Maid Sarah into protective custody and send the PCs to the House Deneith enclave to file a report on the events that transpired on the rail.
EPISODE II
As the PCs leave House Deneith, they are once again witness to dark acts as they come upon a scene of a murder taking place. This time a Warforged, working for the Lord Of Blades has just killed a member of House Cannith on a bridge of Sharn. After defeating the Assassin, they are called to a meeting with the mysterious Lady Elaydren d’Cannith who hires them to search out a lost schema from the depths of Sharn.
EPISODE III
While enjoying the Festival of Lights in Sharn the PCs are once again faced with an endangered Sarah ir’Trelse who is for some reason still in Sharn. After a death defying air chase among the towers of Sharn. A loosing Sarah to her kidnappers, they party must now track down the villains to their hidden base in lower Sharn, and rescue Sarah before her captors carry out whatever they have planned. The also meet the enigmatic wizard Mantis, who seems to know more than he reveals about the parties destiny.
EPISODE IV
The Lady Elaydren d’Cannith returns and need the parties help once again. Lost within the ruined House Cannith citadel of Whitehearth, an arcane workshop somewhere in the perilous Mournland, is the key to constructing a terrible magic weapon. Agents of the Emerald Claw will stop at nothing to recover the ancient device. As malevolent forces hunt for the artifact, only the most resourceful heroes will reach Whitehearth first and discover the secrets that lie within.
EPISODE V
Mantis makes another appearance. Announcing that they are to leave Sharn and travel to Karrnath to Sarah’s family lands and from there to present evidence to the Lady ir’Solganna regarding a traitor in her own house.
Mantis also informs that he has arranged passage for the group and Sarah to Karrnath aboard THE LIRALEN, House Lyrandar’s new luxury airship. But first the PCs must find the Missing pilot, deal with another group of warforged assassins, and also handle a rival house sabotage of the ship that forces it to crash into the Mournlands.
EPISODE VI
The group arrives in Karrnath to the lands of House Trelse only to find them razed to ashes and their people left homeless, starving and destitute. Notices posted declare Sarah’s family traitors and a bounty on Sarah’s head along with those of the PCs. The bounty hunter Jani-Tok d’Tharashk has followed the group from Sharn and attacks them soon after they arrive.
The group is captured and brought before Lady Cathrine ir’Solganna to answer charges. But upon presenting the evidence they have in their possession. Events become clear as to how deadly things really are.
Sorjak shows his hand and assembles an army and assaults his own families holdings. This events sparks a civil war in Karrnath, resulting in the death of the Lady ir’Solganna and the rise of Sorjak to power in the region and the revelation of King Kuais true nature as a vampire.
The PCs and Sarah also learn of Sarah’s true heritage as heir to Karrnath.
asher3001

08-09-04, 12:45 PM
Season I
BLOOD RUNS THICKER THAN WATER
THE GOOD THE BAD AND THE UGLY Intro
• The PC are brought together on the Lightning Rail traveling from Starilaskur to Sharn. They are all in the same private cabin. They have a several day journey to “get to know each other”.
I placed a law on the Lightning Rail that all weapons must be tied with a ribbon in their sheaths, bows unstrung ect. This is a Honor system and is enforced by House Deneith’s Marshals during periodic patrols on the rail.

DAMSEL IN DISTRESS Episode 1 Season I
• Several hours after the Lightning Rail leaves Wroat the PCs can make a Listen Check DC 15 to hear a girl scream. Any who hear this and investigate see a young girl running down the hall towards them. Seeing the open door the girl dives into their cabin and hides in the corner trembling and obviously beaten and bruised. (The girl is Sarah ir’Trelse, see cast for further details)

• Chasing the girl are four agents of the Emerald Claw. They demand the PCs give up the girl, in exchange for their lives.
1. If the PCs give the girl to the men, proceed on to Sharn and the events of the FORGOTTEN FORGE in the back of the ECSB.
2. If the PCs refuse, a fight ensues. Three agents of the Emerald Claw will fight to the death to retrieve the girl. The fourth will retreat to inform his commander still in the girls cabin.
3. Any PC who follow the escaping assailant will arrive at what was Sarah’s and her Uncle’s cabin. Inside they will find the man they have been chasing and the leader of this group of murderers. The pair immediately attack the PCs. The commander is holding a pouch. (Sense Motive DC 10) reveals that this is what they want.
• After the battle the PCs should grab the pouch from the body of the commander before the Marshals arrive. If not then they will have access to it later through Sarah.

• The round after combat is complete. The Marshals of House Deneith arrive and secure the PCs and any agent of the emerald claw still alive. Quick talking and cooperative PCs can make diplomacy check to convince the Marshals they are innocent.
Result Outcome
Less than 15 The Marshals strongly distrust the party and ask pointed questions about their history and where they are going and where have they been. They also confiscate the PCs weapons until they arrive at Sharn.
15-24 The marshals accepts the PCs were trying the help, and encourages them to keep an eye out, but let the Marshals do the dirty work.
25 or higher The Marshals are impressed with the heroism and bravery displayed by the PCs and thanks the PCs for assisting the Patrols in dealing with the Murderers. (PC reputation with House Deneith Raises one Level (house rule))
• Sarah now sees the PC as her hero and refuses to leave their side for the remainder of the trip. If the PCs did not acquire Anlaf’s pouch Sarah is given her uncle’s things. She does not recognize the pouch and shows the PCs.

• Regardless of the outcome of the diplomacy roll above, the PCs are escorted to file a report and answer further questions due to the fact that a noble was killed at House Deneith’s compound in Sharn.

• Sarah is taken into custody of House Deneith once they reach Sharn with the promise to see her home safely.

• Following a long and seemingly endless cycle of questions the PC are allowed to leave. (Begin the events of THE FORGOTTEN FORGE).

WHAT THE POUCH CONTAINS:
The leather travel pouch contains the house symbol of Trelse, a silver shield deflecting arrows on a field of green. Embossed on the front. Inside the pouch are the following items.
1. 100gp, 1000sp, 5pp
2. A prepaid return travel voucher for the Lightning Rail for both Anluf and Sarah.
3. a master worked dagger
4. A bundle of letters and documents detailing the hiring of mercenary assassins from the Lhazaar Principalities by Sorjak ir’Solganna to kill someone only referred to as the LADY. (see Cast section; Sorjak ir’Solganna for more info)
5. An un-mailed letter explaining the above into addressed to someone Mantis Tara’kiean in Sharn. No physical address is given only the name and city.
asher3001

08-09-04, 12:46 PM
APPENDIX I
A Cast Of Thousands - Season 1

Sarah ir’Trelse Noble 1. AL: LG
This pretty 16 year old girl is the orphaned daughter of Bannor ir’Trelse, who was killed in the final days of the Last War. After which Sarah went to live with her uncle Anlaf ir’Trelse. She is a shy girl who has been brought up fairly spoiled, but this does not make her a “brat” she is sweet and eager to help and please when she can, she is easily frightened by the real world, after all she has lead a very sheltered life.
Secret: Sarah is in fact the Daughter of Kaius III, who was displaced By Kaius1 and sent to DREADHOLD as the Prisoner in the IRON MASK. She is actually the legitimate heir to the throne of Karrnath. Kaius III knowing that the dark forces were moving against him, gave the care of this only daughter to a trusted vassel Sir Bannor ir’Trelse. She knows nothing of her true heritedge and only has dreams and nightmares of a “Family” she never really knew.

Anlaf ir’Trelse: Noble 4 / Figher 1, AL: LN
Raised the second son of House Trelse of Karrnath. Anlaf adopted Sarah after her parents were killed in the final days of the Last War. House Trelse is a Banner-House of House Solganna. Anlaf uncovered a plot to hire mercenaries and assassinate Lady Cathrine ir’Solganna by her own brother Sorjak. After failed attempts to reach the Lady Solganna and show her the documentation that would prove his claim. Anlaf awoke one night to barely escape an assassination attempt on his own life. Fearing for his own life and that of his young niece, Sarah. Anlaf left Karrnath for the city of Sharn in Breland to find the powerful wizard Mantis Tara’Kiean, a mutual friend to both Anlaf and the Lady ir’Solganna. But along the way Agents of the Emerald Claw boards the same Lightning rail and killed Anlaf ir’Trelse. And attempted to kill his niece also. The evidence against Sorjak ir’Solganna fell into the hands of the PCs.
asher3001

08-09-04, 01:03 PM
THE FORGOTTEN FORGE Episode 2 Season I
Events to be run according to the Short Adventure located in the back of the Eberron Setting Campaign Book.
asher3001

08-09-04, 01:05 PM
The Wind Beneath My Wings Episode 3 Season I
• The events of this chapter take place after THE FORGOTTEN FORGE. Give the PCs some time to do what they want. Particularly any artificers in the group need some down time to do what they do.

The Festival of Lights:
• The Sharn security force has its hands full: it’s the first day of the three-day Festival of Lights, during which the towers of Sharn are lit from top to bottom and half the populace gets lit, too. Public drunkenness turns into fistfights turns into mass hysteria—every year

• While the group is together on a walkway in a busy market area they can all roll a Spot Check DC 18. Any who make this roll see the following.
1. Six men (agents of the Emerald Claw, Led by Bourne d’Deneith)are obiously paying another group (Led by Jani-Tok d’Tharashk) for something. Then they step aside and two other men bring forth a woman. Sarah ir’Trelse!
2. Sarah is taken by the six men and being forced into a Elemental Sky Carriage nearby.
3. she breaks their grip upon seeing the party and screams for help, calling to the PCs by name.
4. Sarah’s abductors punch her, knocking her unconscious, and hauling her into the carriage.
5. The Carriage is on a plaza on the next lowest level on the next tower over from the one the PC are currently on.
The PCs have three obvious options available to them.

1. The PCs can abandon Sarah to her fate (but what fun would that be?)

2. The PCs can roll a Spot Check DC 12 to notice another carriage on the same platform as the one Sarah is about to be wisked away from. They can access this platform via a tunnel, a set of stairs and a bridge. This will take 1d4+1 rds to reach (due to traffic and distance. After all this is a busy Market place with lots of witnesses.)

3. PCs who make the above Spot Check at roll over a DC 18 see three mage-bred Pegasi on a platform level with their own. PCs can make the run in 2 rnds.

**The Carriage carrying Sarah and the members of the Emerald Claw will take off in 2 rounds. And after 10 rounds they will be completely out of sight. The players must act quickly if they hope to save Sarah.

A Break for the Carriage
• A run to the second carriage will take 1d4+1 rds to reach (due to traffic and distance. After all this is a busy Market place.
• The Captors will leave the platform in 2 rnds.
• If the PCs run to the Platform. (GM every round of running roll 1d6. on a roll of 1, they PCs have bumped/knocked over/shoved someone who turns hostile and fights back (reroll d6 if the roll once again comes up a 1, the citizen is a classed NPC; Fighter/Mage/Rogue etc. of 1st level (see generic NPCs for stats.) after taking 4 HP of damage the citizen breaks off the fight.

• Arriving at the carriage presents its own problems,
1. A wealthy noble woman of Sharn, Lady Melaine ir’Cander and her lady in waiting are using this carriage to do shopping in the plaza. The Carriage driver a half-elf from house Lyrandar not willing to abandon his commission from House Cander to help the PCs. A Diplomacy Check DC 18 convinces the driver (who witnessed the abduction) to help the PCs. If the PCs fail the roll, the Lady ir’Cander also witnessed the kidnapping of Sarah and the request of the PCs for help and offers the carriage to the PCs.

2. If the PCs decide to forcibly take the carriage, only a PC with the Winds’ Favor ability from the Lesser Mark of storms can telepathically control the elemental bound into the vessel.


Born to fly
• A run to the Pegasi will take 2 rds to reach (due to traffic and distance. After all this is a busy Market place.
• The Captors will leave the platform in 2 rnds.
• If the PCs run to the Platform. (GM every round of running roll 1d6. on a roll of 1, they PCs have bumped/knocked over/shoved someone who turns hostile and fights back (reroll d6 if the roll once again comes up a 1, the citizen is a classed NPC; Fighter/Mage/Rogue etc. of 1st level (see generic NPCs for stats.) after taking 4 HP of damage the citizen breaks off the fight.

• Arriving at the Magebred Pegasi presents its own problem.
1. The three Pegasi are for sale in a House Vadalis stable located on one of the plaza teers. The animals are tied to stakes in a pen off to the side of this merchant stall. A Spot Check DC15 allows the PCs to notice the riding saddles located on display near the north corner of the pen.
• Asking the half-elf for the use of his valuable animals is pointless. He will not voluntarily give up his pegasi, even to rescue a kidnapped woman.
• Stealing the pegasi is the fasted means of acquiring the much needed mounts. While killing the House Vadalis Handler should be avoided at all costs. He will fight to keep the property of his house.
• Sharn’s City watch will arrive in 1d6 rounds to stop the PCs.
• Saddling the Pegasi takes 1d4 rounds. (due to the unfamiliarity of the task.)

See rules located in (XXXXXXXXXX) for riding on a flying mount.

The Chase
• Bourne and his men are trying to get out of sight by plummeting into the shadows of the lower towers.

• They realize their actions will undoubtedly draw unwanted attention. They are headed to the ground where they have arranged a “safe house” in the lower abandoned chambers of a tower.

• GM NOTE: The bad guys must escape here with Sarah. The PCs will see them heading towards the lower Levels of Sharn and then loose them.

The Hunt
• Once again the PCs are forced to venture into lower Sharn to find the currently location on the traveling Bizzar known as the RAT MARKET and its proprieter Skaken a gather information roll reveals a general location but the PC must do some searching the the perpetual twilight that is Lower Sharn.

• Depending how they handled Skaken in the FORGOTTEN FORGE determines how he relates to the PCs now.
1. If they attempted to bully the goblin for the information last time he has hired two half-orcs as bodyguards.
2. If they were cordial with Skaken and let on good terms, he is happy to see returning potential customers.
• Skaken knows of the Emerald Claws Hideout, “Not much happens in the darkness that I don’t know at least a little about.”
• The Price is higher this time. Skaken actually stands to loose much if The Emerald Claw found out that he was responsible for revealing their location. Skaken will not divulge the information for less than 25gp.

• The PCs also have the option of intimidating Skaken, in which case his new bodyguards will step in to defend their employer. Once his guards are killed ot otherwise neutralized Skaken begs for his life, and promises to show the PCs the location of the Emerald Claws Base.

• If left alive Skaken is now a serious enemy to the PCs. He will become consumed with destroying the PCs.

• Skaken leads the PCs to a large plaza cluttered with debris and other refuse. The dark tunnels open up into a ceiling of crumbled bridges and walkways crisscrossing overhead into the darkness.


The Hideout.

• Sarah’s captors make it into their hideout a Emerald Claw Safe house in the Bowels of Sharn, with Sarah, presumably. Bourne has reinforcement here four extra members of the Emerald Claw, the last of his personal men in Sharn. (if the PCs are proving resourceful, Bourne can contact and recruit more men from the Sharn population on the Emerald Claw. See map below for Emerald Claw Safe House

• The safe house is also has a defense all its own. The emerald claws have told their necromancers and cleric to fortify their “safe houses” with the undead. The structure is an old sanitarium long abandoned. But this place and its gruesome past and the catacombs of dead have lent a small army of skeletons(12) use skeleton entry from the monster manual.

• Other caged undead creatures are placed throughout the building. Namely ghouls. These are released as needed. use Ghoul entry from the monster manual

• Sarah is being kept in a cage in the lower catacombs that are built into Cliff Wall. Bourne will be encountered here as well along with three members of the Emerald Claw, two skeletons and a Malmakk, Cleric of Vol . Bourne is not happy with the turn personal expenditure he has had to endure in this chase. But he sees a chance to gain much, if he can recover the documents and kill the PCs Sorjak and the Emerald Claw will greatly reward him for his efforts.

• Bourne also has learned that Sarah does not have the evidence against Sorjak he and his men are looking for. Sarah has told him that the PCs have the documents. He is unwilling to kill her at this time. Having a nobles daughter as ransom may prove useful.

• If given the time to act (at least six hours) Bourne will once again contract Jani-Tok d’Tharashk and his bounty hunters. He will issue the hit on the characters and retrieval of the documents for Sorjak and the Emerald Claw.

• If things start to go bad for the PCs, and they should (DMs should ensure the battle goes against the PCs in the final encounter, Do not outright kill them but make them hurt) Zhan’Tilgarzik, Mantis’s apprentice will appear to bail them out. He will quickly dispatch Malmakk, and Bourne if needed.

• After Sarah is rescued, Zhan’Tilgarzik distributes Cure Moderate Wound potions to any who need them. And instructs the PCs to follow him to meet his master. He will not answer any further questions and leaves the building without another word.

• Zhan’Tilgarzik waits outside the tower standing on a large ornate rug, bearing a styalized eye over a circle. He becons the players and Sarah to stand on the rug and with a whispered word a brilliant ball of light encompasses the party and soon they are flying on the carpet among the towers.

Mantis
• Zhan’Tilgarzik lands the flying carpet in a garden situated high in a tower far above most of the city. The only view of the open sky that is obcured is from the floating part of the city known as Skyway. The garden hold an amazing view of the ocean.

• The garden itself is a menagerie of plants and small animals from all corners of Eberron. And is maze like in its navigation.

• Zhan bids the PCs to follow him once again and leads then into the maze. Through a complex seccession of twists and turns they arrive at a gazebo. Seated inside is a man dressed in loose clothing sipping a goblet of red liquid.

• Mantis the man before them,without saying a word, becons them to sit on the plush cushioned benches that line the structure. He also motions towards a tray containing a pitcher of chilled fruit nectar (which is the same as he is drinking.) Various fruits, cookies and cakes also adorn the trays.

• The PC can roll a Sense Motive DC 10 to realize they are being “observed” Mantis is very curious about the party, the sees portents of The Prophecy in their actions and wonders what part in the grand scheme they are to play.

• Eventually Mantis speaks. “ I am Mantis Tara’Kiean, this is my home, I welcome you.”

• Mantis will introduce his apprentice to you and explain that he sent Zhan to find the group and to help them rescue Sarah. Zhan explains that he lost the group in Lower Sharn and took him a while to find them again.

• Mantis explains that he found out about the Murder of Anlaf aboard the Lightning Rail from his connection in House Denieth and the City Watch. And has been looking for them ever since, they have proven very resourcefull.
1. This statement is not entirely true, as soon as he found about the murder of his friend mantis has been scrying the PCs trying to judge if they had anything to do with the cause of the murder.

• Mantis goes on to explain that the PCs have made some powerful enemies and to protect them and Sarah, he would like to offer them a “safe house” until the correct path of action can be made. He asked that they act as guards for Sarah in the mean time.
1. If the PCs agree then proceed to the safe house.
2. If the PCs refuse they are each given 1000gp and wished good luck, before being sent on their way.

Safe House

• As much as the PCs may like to, The safe house Mantis speaks of is not is plush tower top estate, but is in fact a residence Filobar Nam, a gnome from House Kundarak, who bears the Greater Dragonmark of Warding.

• Filobar’s home is actually one of the safest places in all of Sharn. He is a security expert for this house here in Sharn.

• He absolutely hates blatant weapons and will ask the PCs to store their weapon while in his home. But Filobar has a love of magic and anything mechanical, He has an extensive library on magical theory. He will talk for hours about magical topics with any who will listen.

• Everything remains very calm and quiet boring for several days time. If the PCs do go and check the message board at the House Silivas Message Station, proceed with EBERRON: SHADOWS OF THE LAST WAR module from WIZARDS OF THE COAST.

• If they do not check the message station, a half-elf wounded and very exhausted approaches the party and hands them the same message tey would have gotten from the station. He is wounded, but will recover.
1. the messenger is one of Elaydren d'Vown’s personal attendants.
2. He was attacked by a Warforged as he was send to find the PCs.
asher3001

08-09-04, 01:06 PM
Mantis Tara’kiean Wizard 18 AL: NG
A Wizard of truly unknown and mysterious origins. But rumors of his sightings are placed in all nations and for all during the Last War. Friend to both Anlaf ir’Trelse and the Lady Cathrine ir’Solganna. He is a desperate attempt by Anluf to help save Cathrine from the plot against her.
Secret: Mantis is actually a Silver Dragon taken human form, working for the further interests of THE CHAMBER. A fact that no one on Khorvaire knows other that Cathrine ir’Solganna. He also knows what has transpired in Karrnath between Kaius I & Kaius III but has been ordered to remain out of the human political mess as it was Kaius I who orchestrated the Treaty Of Thronehold, bringing peace once again to Khorvaire.


Bourne d’Deneith Fighter 5 AL: NE
A standing member of the Dragonmark House Deneith, serving his duty to his families interests in Karrnath.
Secret:Bourne is also a fanatical servant of the Order of the Emerald Claw. And has been ordered by Sorjak to kill Anlaf and his niece and return the evidence against him at all costs.

Jani-Tok d’Tharashk Ranger 4 AL: NE
A Half-Orc Bounty Hunter from House Tharashk. Brutal, relentless and very deadly. He is a smart hunter and not prone to rash or spontaneous acts. He always prefers to have the upper hand in all dealings. Jani-Tok was hired by Bourne d’Deneith to find Sarah and bring her back to him after she jumped off the Lightning Rail then he and his men tried to once again obtain the documentation incrimidating this master Sorjak ir’Solganna. Sarah back to Sharn to find the PCs, the only ones she thought to turn to.

Malmakk Cleric 5 AL: CN
A human Cleric of Vol

Zhan’Tilgarzik Rogue 2 / Sorcerer 4 AL: N
The elf Zhan is the current apprentice of Mantis Tera’Kiean. The son of convicted assassins on Argonnessen. Zhan was spared execution unlike his parents. He has been raised among the members of THE CHAMBER for his entire life. Mantis has been guardian, parent, and teacher to him his entire life.
Secret: Zhan has seen the swift cruelity to which the dragon act towards elves and has come to resent those who have reared him. He longs to see the elven lands and is planning to leave Mantis soon to pursue this goal.

Filobar Nam Expert 8, Wizard 5 AL: LN
Filobar Nam, a gnome from House Kundarak, who bears the Greater Dragonmark of Warding. Filobar’s home is actually one of the safest places in all of Sharn. He is a security expert for this house here in Sharn. He is a sweet loving old gnome and fast approaching his retiring years, a fact he staunchly denies. He absolutely hates blatant weapons and will ask the PCs to store their weapon while in his home. But Filobar has a love of magic and anything mechanical, He has an extensive library on magical theory. He will talk for hours about magical topics with any who will listen.
asher3001

08-11-04, 01:10 PM
what does everyone think?, interested in seeing the rest?
Lujayne34

08-11-04, 08:51 PM
Keep it coming. I have enjoyed it so far.:)
geminiknightii

08-11-04, 10:51 PM
I'm doing the same with my group, though I'm behind on my updates. Feel free to check it out though, and I'll be adding to it as I got. The index is here: http://home.earthlink.net/~geminiknight/
Wicked Tinker

08-11-04, 11:18 PM
Good stuff GeminiKnight! Can't wait to read how your groups handles the rest of the adventure.
geminiknightii

08-11-04, 11:54 PM
Oh it gets...interesting..this last session was a prime example of how a group of players can totally take a textbook adventure and throw it three sheets to the wind. *grins* Let's just say that the party doesn't trust Elaydren and House Cannith one bit.