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| Sucros05-10-05, 03:12 AM | Got Heroes of battle a few days ago, and while reading the book (which I loved), I found myself adapting it to work for a Last War campaign, or even a campaign in which the peace after the Last War is shatered. Actually fighting on an eberron battlefield, against warforged units, with the intrigues of the various organizations (not to mention the possibilities with changelings) would be great. I've posted my thoughts on the endeavor below, feel free to critique them, suggest other ideas, and the like. What I've got so far: -The best places to set the campaign would be Breland or Cyre. Both border a bunch of nations with very different armies. (Droam and Q'barra strike me as especially interesting.) The disadvantage to Cyre is the feeling PCs might get that what they're doing is futile. -Commander abilities that a PC or NPC can take should be nation based rather than alignment based (which is something I'm not a fan of in the first place. Being Chaotic Good doesn't make you better with bows unless you're in minis). My commander abilities by nation system: Breland: Orderly, Mobile, Doublestrike Cyre: Orderly, doublestrike Aundair: Spellslinging, Maneuvering Thrane: Orderly, Archery, Deathslayer Droaam: Tyrannical, Runt Squasher Valenar: Sneaky, Elf, spellslinging Q'Barra: Sneaky, Reckless Lhazzar: Opportunistic, Doublestrike Karrnath: Necromantic, Tyrranical Mror: Steadfast, Dwarf Talenta: Sneaky, Giant Killer Zilargo: Opportunistic, sneaky, spellslinging Darguun: Goblinoid, Opportunistic, Bloodthirsty Shadow Marches: Orc, Feral Eldeen: Orc, Feral, -New, Eberron Specific commander abilities should be thought up. Warforged commander is a must. Cyre would be a logical choice to give this ability. -While Magical Trebuchets and the like are good, I'm sure House Cannith made inherently magical, eberronny seige engines as well. These definitely should be thought up and statted out. |