Heroes of Battle/Last War [Archive] - Wizards Community

Post/Author/DateTimePost
Sucros

05-10-05, 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.