My Eberron Campaign Bible (PEACH!) [Archive] - Wizards Community

Post/Author/DateTimePost
Sir Elton

02-10-06, 11:22 AM
For the life of me, I don't understand why I can't post pictures on this forum. :confused:


Lets see, if I were to do an Eberron T.V. Show, what would I name it? hmm. It has to be an Ensemble program. nothing Quarky or anything . . . . Certainly it can't follow on the heels of that "Bad movie." Lets see . . .

Crusaders of Eberron! Naw, too many people would want to be flamists. Ah, now I have it!

Scions of the Last War

Formula: In the same vein as Hercules: The Legendary Journeys and Xena: Warrior Princess, the player characters range all over Khorvaire, righting wrongs, defeating evil, and sticking it to the obnoxious! Again, it's about the world of Eberron, but the player characters are native.

Theme: In a world ravaged by the evil of the Last War, can people of different nations set aside their differences to restore peace and tranquility?

Tone: Lets see, the writers of the Pulps back in the 1800's through 1940's had to hack out story after story after story. So things tend to get exaggerated in Pulp stories. So, lets give it a tone of over-exaggerated (melo)drama and see what we get.

http://www.wizards.com/dnd/images/eb_gallery/82115.jpg
Sir Elton

02-10-06, 11:41 AM
With the "Scions" travelling all over Khorvaire, it's going to be difficult to pin down any one Geographic Location to be the "home base" of our intrepid band of (pulp) heroes. So, lets see -- A Wilderness location is as best as any. Although sometimes, the heroes may end up in a bar.

Some Production Design pics (yes, I'm going hog wild with this!)

From Sharn, City of Towers
http://www.wizards.com/dnd/images/sharn_gallery/84560.jpg
http://www.wizards.com/dnd/images/sharn_gallery/84565.jpg
http://www.wizards.com/dnd/images/sharn_gallery/84567.jpg
http://www.wizards.com/dnd/images/sharn_gallery/84568.jpg
http://www.wizards.com/dnd/images/sharn_gallery/84571.jpg
http://www.wizards.com/dnd/images/sharn_gallery/84574.jpg
http://www.wizards.com/dnd/images/sharn_gallery/84582.jpg

From Five Nations
http://www.wizards.com/dnd/images/5n_gallery/89984.jpg
http://www.wizards.com/dnd/images/5n_gallery/89989.jpg
http://www.wizards.com/dnd/images/5n_gallery/89993.jpg
http://www.wizards.com/dnd/images/5n_gallery/90007.jpg
http://www.wizards.com/dnd/images/5n_gallery/90030.jpg
Sir Elton

02-10-06, 11:55 AM
Production Design II: The Situation

It's been two years after the Bloody Last War at the Treaty of Thronehold. Cyre has become the Mournland and the Lord of Blades controls the Mournland (I think that the Lord of Blades is Wizards' version of General Grevious). Although the Treaty has been signed, tensions and old scores still linger. Good people still suffer from these tensions everywhere. And to make matters worse, the Inspired have come to "offer" their services to build a lasting peace between all nations.

The World has need of heroes to go around the world righting wrongs, battling monsters, defeating the really bad, and do their part for their rewards. Some might want some kind of treasure, others just want to eat all the food they can eat! Aside from doing good all over Khorvaire, evil still lingers. They will still make enemies and they will still face enemies most mortal and monster.

And while the Scions of the Last War go around righting wrongs, destroying the really bad (Alignment is ambiguous in Eberron, so lets just say "bad!"), and helping others, something is happening. Something really, really old is coming to the surface of Eberron. And someone long forgotten is returning to Eberron.

Note: This may crossover with Forgotten Realms.
Sir Elton

02-10-06, 12:22 PM
Production Design III: Making Eberron and Dungeons and Dragons Mine!
World System Changes and Game System House Rules

Before we get into Character Design, it's time to apply RULE ZERO! Which means, whatever I say overrides the RAW ("Rules as Written").

Wizards of the Coast Products Allowed for Players:
The Player's Handbook
Eberron Campaign Setting
Races of Eberron
Expanded Psionics Handbook
Magic of Faerun (Most spells are regarded as *Illuminated* knowledge!)

Wizards of the Coast Products I'm using:
Dungeon Master's Guide
Monster Manual
Monster Manual II
Fiend Folio
Eberron Campaign Setting
Races of Eberron
Expanded Psionics Handbook
Magic of Faerun

Third Party Products I'm allowing:
Occult Lore: Elementalism by Elton Robb
Occult Lore: Oneiromancy by Keith Baker
(But not as much, Oneiromancy provides all the rules we need to go traipsing in somebody's dreams.)
d20 Advanced Magic by David and Michelle Lyons
(I'll explain later)
Hyperconscious by Bruce R. Cordell
(A psionic take on traipising through somebody's dreams. Plus, the Shallows and the Dark Plea!)
Touched by the Gods: Openers of the Way by John Seavey
(Can't get away with the hillarity of this little cult! It's a great addition!)
Sir Elton

02-10-06, 02:38 PM
World System Changes and Game System House Rules:

CHANGES TO THE RAW!

Okay, a little about myself. I wrote Elementalism for Atlas Games' Occult Lore. When I game master, I focus on PEOPLE rather than ENCOUNTERS! My GM style is very role-play oriented, I like it when people actually *roleplay* than game for the tactical aspects of it. I am not my cousin, who has the exact opposite game style.

I don't play World of Warcraft, and I have played Neverwinter Nights a couple of times. I really enjoy giving a group of people a free night's entertainment. I am unmarried, but I'm very respectful and in awe of the magnificience of the Human Body. I'm not affected by the Lies of Pornography. And I'm a 3rd party d20 writer.

I hate D&D miniatures, I think it sucks that everything has to be Choreographed rather than Improvised. So enough about me, but I think you have a strong idea what I'm going to do to the RAW.

**************************************** ****************************
NO MINIATURES ALLOWED!

They are a complete waste of money, a waste of my time, and a waste of my GM style. Any rule in the RAW dealing with Miniatures has been summarily deleted. AD INIFINITUM! Sure, they look good, and sure, you can post them on the OpenRPG window, but we aren't using them in the way you think.

Miniatures suck.

Bye-Bye Jack Vance!
Remember when I mentioned d20 Advanced Magic? Bye-bye spell slot system, Bye-Bye spells per day. Bye-bye Jack Vance. I'm kicking the original D&D magic system out of Eberron and letting the Slayers' magic system in.

The d20 Advanced Magic system is much more flexible, but much more deadly than the original. Every time you cast magic, there is a price to be paid; in nonlethal damage!


NEW FEATS

Beautiful [General]
(From Slayers! d20)
Some people are naturally beautiful, this may result from superficial looks or a deep inner beauty. In either case, beautiful characters seem to have an easier time in life and a social life to be envied.
Benefit: Beautiful Characters gain a +2 bonus to appropriate skill checks. This bonus applies to Bluff, Diplomacy, Gather Information, and Reputation. The DM/GM must decide if a situation allows a Beautiful character to apply the bonus.
Special: Beautiful Characters get noticed. Usually they enjoy this kind of Attention, but it makes life difficult sometimes. Beautiful characters get a -2 penalty on any attempts to avoid drawing attention to themselves, such as Disguise and Bluff checks. Some uses of the Bluff skill will suffer this penalty, at the DM/GM's discretion.

Improved Fortitude [General]
(was Great Fortitude, in the PHB)
Benefit: You get a +2 bonus on all Fortitude saving throws.

GREAT FORTITUDE [Biological Feat]
(From Slayers! d20)
The character is even more healthy and resilient!
Benefit: You get a +4 bonus on all Fortitude saving throws. And it stacks!
Special: Sadly, you have a Thyroid gland that is increased in activity. Although you aren't Hyperactive (or have ADD), you must eat three times as much. If a character cannot eat as much in a day, he or she loses the benefit of this feat. Additionally, characters with this feat suffer a -4 penalty to starvation and thirst.

Warforged cannot take this feat, because they cannot eat.

FORTITUDE OF THE SORCERER [Warforged Feat]
The Warforged gains the Sorcerer's endurance.
Benefit: As above.
Special: You have to be a Warforged to take this feat.
Sir Elton

02-10-06, 03:07 PM
More Feats . . .

EXTRA SPELLS
Benefit: The character gains 4 spell slots.

Special: Extra Spells increases the character’s allotment of learned spells. This Feat may be taken more than once. It's effects stack. Each time this feat is taken, it grants the character an additional 4 spell slots. This feat cannot be taken by Wizards.

FEAT Changes
d20 Advanced Magic alters the nature of the metamagic feats.

• EMPOWER SPELL
The character can cast spells to greater effect. All variable numeric effects of an Empowered Spell are increased by one half. An Empowered Spell deals half again as much damage as
normal, cures half again as many Hit Points, affects half again as many targets, and so forth as appropriate. An Empowered Spell has its DC increased by +8.

• ENLARGE SPELL
The character can cast spells farther than normal. The range of affected spells is effectively doubled. An Enlarged Spell has its DC increased by +4.

• EXTEND SPELL
The character can cast spells that last longer than normal. An Extended Spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent cannot
be Extended. An Extended Spell has its DC increased by +4.

• FORK SPELL
The character may cast spells that affect a greater number of targets. The number of targets of a forked spell is increased by 100%. All targets must still be within range of the spell's effect. A Forked Spell has its DC increased by +8.

• HEIGHTEN SPELL
The character can cast a spell as if it were more potent than it actually is. Unlike other forms of Metamagic, Heighten Spell actually increases the effective DC of the spell it modifies. All effects dependent on the DC (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability are calculated according to the Heightened DC. A spell's Save DC increases by +1 for every +5 penalty to its casting DC.

• HOMING SPELL
The character may cast spells that more effectively overcome their targets' resistance. A spell modified by this Metamagic ability will home in on its target (or targets). The target of a
Homing Spell must make an additional saving throw and use the worst of the results. The effect of a Homing Spell affects only the direct target of a spell. Spells with an area of effect
only home in on their direct target — other targets caught in the area are not penalised. A Homing Spell has its DC increased by +8.

• MAXIMISE SPELL
The character can cast spells to maximum effect. All variable numeric effects of a spell that has been modified in this way are maximised. A maximised spell deals maximum damage, cures
the maximum number of Hit Points, affects the maximum number of targets, etc. as appropriate. Spells without random variables are not affected. A Maximised Spell has its DC
increased by +12.

• QUICKEN SPELL
The character can cast a spell with a moment's thought. Casting a Quickened Spell does not count as one of the character's actions. A character may only cast one Quickened Spell per round and may not use any form (Invocation, Incantation, or Ritual) with a Quickened Spell — there isn't time! A Quickened Spell has its DC increased by +16.

WIDEN SPELL
The character can increase the area of his or her spells. Any spell whose effect is measured by an area has all numeric measurements of that area increased by 100%. If the spell's effect is measured by a number of targets within an area, the area is increased but the number of targets is not. A Widened Spell has its DC increased by +12.
Sir Elton

02-10-06, 06:48 PM
Unearthed Arcana Options:

The following Options from Unearthed Arcana are available:

* Weapon Group Feats
Sir Elton

02-10-06, 07:32 PM
Magic of Eberron

The Warforged stretched out his staff and prepared the Incantation. "Creator of all things, throw off thy false garments and reveal your true form. Creator of all things, fashion a shield to protect me. Use me as your weapon against evil. SHIELD!"

In another place, a Brellish maga lights her way. "To my staff, I call the power to bannish the darkness. LIGHT!"

Magic works differently in the Scions of the Last War campaign than in other Dungeons and Dragons campaigns. All spellcasters can cast magic, magic is the stuff of Fantasy Campaigns. For a long time, Fire and Foget was the system of magic used in Dungeons and Dragons. Originally taken from Jack Vance's Dying Earth series, the system works best *for Tatical Situations*.

As I said, my campaign focuses on Character rather than Battlefield Tatics. Battles and War is not the focus of my campaign, not in the least. To that end, I'm replacing the old amgic system from Dungeons and Dragons with the one from Guardians of Order's d20 Advanced Magic. I playtested the system over the last two months and I deem it balanced, fair, and dangerous enough (my players bought me d20 Advanced Magic for Christmas, it's fun stuff!).

The system allows for more characterization of casting magic. It's not just "I cast firebrall at the drek!" anymore. You actually have to come up with an incantation. A mage fireballing someone would say: "Creator of All Things, throw off thy false garments and answer me. Create a blossoming bead of flame at my fingertip so that I may throw it at my enemies. FIREBALL!"

Wizards in my Eberron game acknowledge a God Being known as the Creator when they invoke their magic. In Arcane Lore, the Creator, a being of Light and Truth, is the Being Responsible for creating all. As a result, Arcane Magic or Sorcery, as a power was passed down from Dragon, to Giant, to Elf, to Gnome, to Human.

Although the Creator isn't directly worshipped, his name appears in many invocations of wizards. Sorcerers, however, are a little more creative in their incantations. The magic still works when they invoke the spell name, but their incantations may not reference the mysterious Creator at all.

Foci and Material Components

Sometimes, foci and material components make the spellcasting easier. A wizard throwing a fireball may use a piece of tinder, while another may use bat guano, and another may use sulphur. One magus even incanted a fireball using white phosphorus! Another magus created a lightning bolt using a reusable focus -- a rod of iron. Player characters are free to use any reusable focus or material component they need to help in casting the spell.

Mind and Body Investments
One can invest his mind (via experience) and his Body (via Lethal Damage) to make casting easier. Usually, this is the only way to overcome the casting DC of Wish! which has a DC of 101.
Sir Elton

02-10-06, 11:52 PM
Magic of Eberron, Continued

Magic in the “Scions of the Last War” Campaign is divided into five classifications:

 Theurgy (Divine Magic, Clerics and Paladins)
 Sorcery (Arcane Magic, Wizards and Sorcerers)
 Artifice (Arcane Magic, Artificers)
 Elementalism (Arcane Magic, Elementalists)
 Shamanism (Divine Magic, Druids and Rangers)

Theurgy
Theurgy is magic channeled from the Gods. Clerics and Paladins channel magic from the Gods by their faith in their God or Pantheon. Thus a follower of the Silver Flame creates magic by his faith in the Silver Flame. Conversely, a follower of the Mockery creates magic by his faith in the Mockery.

Sorcery
While Wizards and Sorcerers may (or may not) call on the Creator of All Things to cast their magic – and channel Energy that surrounds the planet; some spells are different in their incantation. Certain spells, such as Wish and Limited Wish calls forth a Djinni Lord to grant the wish or limited wish from Lamannia, have different effects. Spells that are particularly destructive (Firestorm, Storm of Vengence, Lightning Storm, Earthquake) call on a devil prince that is almost certainly a Pit Fiend (in this case, Orcus). Other spells call on the Dead in Dolurrh. The most powerful and most obscure spell in Eberron, Gigaslave, calls on the power of the Lord of Nightmares, a being who rules Xoriat. And Gigaslave is so obscure that most every wizard is certain it doesn’t exist!

Artifice
Thanks to Psionics is Different in Eberron (in my campaign anyway), Dispel Magic can’t be used to destroy men’s thoughts (According to the RAW, Dispel Magic can halt the work of the subconscious). While many a despot could not form a Wizardly thought police, they could not halt the technological progress of the Thirteen, now Twelve, Houses. Artifice, a different type of magic, was designed and is now used to great effect. Artificers use the power of Artifice to design new magical constructs and tinker with the fundamentals of magic.

Elementalism
Elementalists’ specialize in magic that manipulate and alter the four classical elements: Earth, Water, Air, and Fire. Since they deal with the Supernal Forces of Creation, Elementalists always call on the Creator of All Things to incant their magic.

Shamanism
The magic of the Druids and Rangers. Druids call on the power of nature to cast their Divine magic.
Sir Elton

02-10-06, 11:53 PM
Spells of Eberron Converted to d20 Advanced Magic

Armor Enhancement (Artifice)
• Casting DC: 31
• # of Slots: 1

Armor Enhancement, Greater (Artifice)
• Casting DC: 41
• # of Slots: 1

Armor Enhancement, Lesser (Artifice)
• Casting DC: 26
• # of Slots: 1

Bolts of Bedevilment (Madness)
• Casting DC: 38
• # of Slots: 2

Construct Energy Ward (Artificer)
• Casting DC: 31
• # of Slots: 1

Construct Energy Ward, Greater (Artificer)
• Casting DC: 35
• # of Slots: 2

Control Deathless (Deathless)
• Casting DC: 47
• # of Slots: 3

Create Deathless (Deathless)
• Casting DC: 46
• # of Slots: 2

Create Greater Deathless (Deathless)
• Casting DC: 50
• # of Slots: 3

Detect Aberration (Shamanism)
• Casting DC: 22
• # of Slots: 1

Detoxify (Feast)
• Casting DC: 50
• # of Slots: 3

Disable Construct (Artifice)
• Casting DC: 43
• # of Slots: 2

Energy Alteration (Artifice)
• Casting DC: 21
• # of Slots: 1

Feast of Champions (Theurgy)
• Casting DC: 63
• # of Slots: 4

Halt Deathless (Deathless)
• Casting DC: 33
• # of Slots: 1

Hardening (Sorcery, Artifice)
• Casting DC: 42
• # of Slots: 2

Hero’s Blade (Deathless)
• Casting DC: 53
• # of Slots: 4

Inflict Critical Damage (Artifice)
• Casting DC: 34
• # of Slots: 2

Inflict Light Damage (Artificer)
• Casting DC: 20
• # of Slots: 1

Inflict Moderate Damage (Artifice)
• Casting DC: 25
• # of Slots: 1

Inflict Serious Damage (Artifice)
• Casting DC: 30
• # of Slots: 1

Iron Construct (Artifice)
• Casting DC: 36
• # of Slots: 2

Item Alteration (Artifice)
• Casting DC: 35
• # of Slots: 2

Maddening Scream (Sorcery, Madness)
• Casting DC: 49
• # of Slots: 3

Magecraft (Sorcery)
• Casting DC: 23
• # of Slots: 1

Metamagic Item (Artifice)
• Casting DC: 31
• # of Slots: 1

Nature’s Wrath (Shamanism)
• Casting DC: 34
• # of Slots: 2
• note: in my Campaign, Nature’s Wrath does not affect Humanoids, or else the caster himself would be affected.

Power Surge (Artifice)
• Casting DC: 31
• # of Slots: 1

Repair Critical Damage (Sorcery, Artifice)
• Casting DC: 34
• # of Slots: 2

Repair Light Damage (Sorcery, Artifice)
• Casting DC: 20
• # of Slots: 1

Repair Moderate Damage (Sorcery, Artifice)
• Casting DC: 25
• # of Slots: 1

Repair Serious Damage (Sorcery, Artifice)
• Casting DC: 30
• # of Slots: 1

Resistance Item (Artifice)
• Casting DC: 21
• # of Slots: 1

Return to Nature (Shamanism, Gatekeeper)
• Casting DC: 47
• # of Slots: 3

Shield of Faith, Legions (Theurgy, Artifice)
• Casting DC: 36
• # of Slots: 2

Skill Enhancement (Artifice)
• Casting DC: 21
• # of Slots: 1

Spell Storing Item (Artifice)
• Casting DC: 22
• # of Slots: 1

Spirit Steed (Deathless)
• Casting DC: 36
• # of Slots: 2

Status, Greater (Community)
• Casting DC: 36
• # of Slots: 2

Stone Construct (Artifice)
• Casting DC: 33
• # of slots: 1

Suppress Requirement
• Casting DC: 32
• # of Slots: 1

Total Repair (Artifice)
• Casting DC: 32
• # of Slots: 2

Touch of Madness (Madness)
• Casting DC: 25
• # of Slots: 1

Toughen Construct (Artifice)
• Casting DC: 24
• # of Slots: 1

True Creation (Artifice)
• Casting DC: 49
• # of Slots: 3

Weapon Augmentation (Artifice)
• Casting DC: 38
• # of Slots: 2

Weapon Augmentation, Greater (Artifice)
• Casting DC: 48
• # of Slots: 2

Weapon Augmentation, Lesser (Artifice)
• Casting DC: 31
• # of Slots: 1

Weapon Augmentation, Personal (Artifice)
• Casting DC: 24
• # of Slots: 1

Withering Palm (Decay)
• Casting DC: 45
• # of Slots: 3

Zone of Natural Purity (Shamanism, Gatekeeper)
• Casting DC: 26
• # of Slots: 1
Sir Elton

02-10-06, 11:54 PM
Spells from Races of Eberron:

Aspect of the Werebeast (Shamanism, Shifter)
• Casting DC: 35
• # of slots: 2

Construct Essence (Sorcery, Artifice)
• Casting DC: 38
• # of Slots: 2

Construct Essence, Greater (Sorcery, Artifice)
• Casting DC: 50
• # of Slots: 4

Construct Essence, Lesser (Sorcery, Artifice)
• Casting DC: 25
• # of Slots: 1

Discern Shapechanger (Sorcery)
• Casting DC: 32
• # of slots: 1

Dominate Living Construct (Artifice)
• Casting DC: 59
• # of Slots: 2

Doppelganger Transformation (Transformation 7)
• Casting DC: 47
• # of Slots: 3

Enhanced Shifting (Shamanism)
• Casting DC: 32
• # of Slots: 1

Extend Shifting (Sorcery, Shamanism)
• Casting DC: 22
• # of Slots: 1

Force Shapechange (Truth)
• Casting DC: 44
• # of Slots: 2

Furnace Within (Sorcery, Theurgy)
• Casting DC: 27
• # of Slots: 1

Golem Immunity (sorcery, Theurgy)
• Casting DC: 48
• # of Slots: 3

Humanoid Essence (Theurgy, Artifice)
• Casting DC: 35
• # of Slots: 2

humanoid Essence, Greater (Theurgy, Artifice)
• Casting DC: 45
• # of Slots: 3

humanoid Essence, Lesser (Theurgy, Artifice)
• Casting DC: 30
• # of Slots: 1

Illusion Purge (Sorcery, Theurgy, Truth)
• Casting DC: 45
• # of Slots: 3

Inflict Light Damage, Mass (Artifice)
• Casting DC: 39
• # of Slots: 2

Inflict Moderate Damage, Mass (Artifice)
• Casting DC: 43
• # of Slots: 2

Insidious Insight (Sorcery)
• Casting DC: 26
• # of Slots: 1

Insidious Suggestion (Sorcery)
• Casting DC: 38
• # of Slots: 2

Involuntary Shapeshifting (Sorcery, Transformation)
• Casting DC: 40
• # of Slots: 2

Irian’s Light (Theurgy)
• Casting DC: 32
• # of Slots: 1

Misrepresent Alignment (Sorcery, Theurgy)
• Casting DC: 27
• # of Slots: 1

Natural Weapon Augmentation
• Casting DC: 38
• # of Slots: 2

Natural Weapon Augmentation, Greater
• Casting DC: 48
• # of Slots: 2

Natural Weapon Augmentation, Lesser
• Casting DC: 31
• # of Slots: 1


Natural Weapon Augmentation, Personal
• Casting DC: 24
• # of Slots: 1

Reachwalker’s Weariness (Shamanism)
• Casting DC: 25
• # of Slots: 1

Repair Light Damage, Mass (Artifice)
• Casting DC: 39
• # of Slots: 2

Repair Moderate Damage, Mass (Artifice)
• Casting DC: 43
• # of Slots: 2

Ride of Valenar (Shamanism)
• Casting DC: 19
• # of Slots: 1

Scorpion Tail (Sorcery)
• Casting DC: 31
• # of Slots: 1

Shifter Prowess (Sorcery, Shamanism)
• Casting DC: 20
• # of Slots: 1

Touch of Jorasco (Theurgy)
• Casting DC: 22
• # of Slots: 1

True Seeing, Mass (Truth)
• Casting DC: 61
• # of Slots: 4

Unfettered Heroism (Sorcery)
• Casting DC: 37
• # of Slots: 2

Unseen Crafter (Sorcery, Theurgy, Artifice)
• Casting DC: 25
• # of Slots: 1

Wild Instincts (Shamanism)
• Casting DC: 27
• # of Slots: 1
Sir Elton

02-11-06, 12:16 AM
To create your character, you have to roll 4d6 six times, and then arrange it to taste. Randomness was a part of D&D in the Beginning. Still, if you still demand to use point buy:
* you get 32 points. 2 Attribute points equals 1 creation point. So a Con of 18 is 9 points.

Race
You may choose any race from the Eberron Campaign Setting. Even Kalashtar. Note that Races of Eberron provides certain options available to the Races of Eberron. The Kalashtar mindlink is based after the XPH.

Class
You may choose any class from the following list:
* Artificer
* Barbarian
* Bard
* Cleric
* Druid
* Elementalist (see Occult Lore: Elementalism)
* Monk
* Paladin (Of Freedom or Honor, see UA)
* Psion (XPH)
* Psychic Warrior (XPH)
* Ranger
* Rogue
* Soulknife (XPH)
* Sorcerer
* Wilder (XPH)
* Wizard

PRCs allowed from the Core Rules:
* Arcane Archer
* Arcane Trickster
* Archmage
* Assassin
* Blackguard
* Dragon Disciple
* Duelist (see below)
* Dwarven Defender
* Heirophant
* Horizon Walker
* Loremaster
* Shadow Dancer
* Thaumaturgist

People wishing to become Duelists will find that the PRC is, actually, disallowed. A special feat selection is called for from Blood and Fists. you have to confer with me to find out the Feat selection. Ya-ya, Kata might work out better, but that's the way it is.

PRCs allowed from the XPH:
* Elocator
* Metamind (we'll try the Core Rules metamind out)
* Psion Uncarnate
* Psionic Fist
* Pyrokineticist
* Illithid Slayer
* Warmind

PRCs allowed from the ECS:
* Dragonmark Heir
* Eldeen Ranger
* Exorcist of the Silver Flame
* Extreme Explorer
* Heir of Syberys
* Master Inquisitive (but please note the Theme and Tone of this campaign before considering)
* Warforged Juggernaut

PRCs allowed from Races of Eberron:
* Atavist
* Cabinet Trickster
* Moonspeaker
* Quori Nightmare
* Reachrunner
* Recaster
* Reforged
* Spellcarved

Note that some Core Classes are indellibly altered by d20 Advanced Magic, which contains the magic system we are using for the game.
Sir Elton

02-11-06, 12:26 AM
Now that the Nuts and Bolts of the Characters are taken care of, what about the meat?

There are a few things I require: A Pulpic Hook, and a very good, detailed background, Alignment, and Who you Worship.

Pulpish Hook: In Feng Shui, this is called the Melodramatic Hook. Give me in one sentence the answer to this question. Why the heck your character is adventuring in the first place? This is your Pulpish hook. If you need help, watch lots of Action Movies, and take a good look at the Action Hero and why he's doing what he's doing.

Background: Tell me a lot about your character. Tell me what he likes, what he dislikes, what he hates, who he loves, what he loves. The more you write down, the more you know about your character. The more you know, the better you can play him/her, and the better you can immerse yourself into the storyline. The more I know, the better we can develop his/her background during Character Development episodes. (Note: the Hero's Guidebook can help a lot in this regard).

Alignment: Yes, Alignment is ambiguous in Eberron. But based on your character's background, you need to know where your character stands.

Worship: What Pantheon, Philosophy, or God does he worship/believe in?
Sir Elton

02-11-06, 12:27 AM
Good. It's done. Questions? Comments?
Charles Phipps

02-11-06, 01:59 AM
Bravo, extraordinarily well done.
Sir Elton

02-11-06, 08:51 AM
Why, thank you. But I'm sure others have questions. :D
Purple Yin

02-11-06, 11:42 AM
Very in depth, quite impressive.
That said.. About the magic- instead of calling on the creator, shouldnt spellcasters call upon eberron, or siberrys or maybe kyber for the nasty spells?

(edit: and how did you keep sorcs different from wizards?)
Siran Dunmorgan

02-11-06, 12:00 PM
Questions? You want questions? Okay!

• How does it play out in practice?

• How many hours of play have you had under these guidelines, and with how many groups?

• Are your players comfortable with the variety of house rules and the use of d20 Advanced Magic?

• Were they familiar with the various third-party sourcebooks and rules before you began this campaign?

• What character sheet format do your players use?

• Since you're allowing Races of Eberron, I should also ask: how are you handling adaptation to this system of spells with the [Mindset] descriptor? I understand that "I'm not allowing them. There are other ways to produce those effects." is a perfectly reasonable answer.

I'm not trying to be critical, by the way: it's just that some of these have been issues in my campaign (well, honestly, not the [Mindset] spells: most of my players ignore Races of Eberron; I'm interested in the question myself, as a rules mechanician), and I'm interested in the way that other Dungeon Masters handle them.

—Siran Dunmorgan
Sir Elton

02-11-06, 12:01 PM
Very in depth, quite impressive.
That said.. About the magic- instead of calling on the creator, shouldnt spellcasters call upon eberron, or siberrys or maybe kyber for the nasty spells?

(edit: and how did you keep sorcs different from wizards?)

A to Q1. I have thought about that. But I figured that if anyone is going to play a Wizard or Sorcerer, I'd encourage them to come up with the incantation themselves. So, if a player wants his wizard or sorcerer to substitute Syberys, Eberron, or Khyber in his incantations, he may do so. Although the effect of some spells may be changed.

A limited wish may summon an Avatar of Eberron, while a Wish may summon an Avatar of Khyber rather than a genie or any other outsider.

A to Q2. The answer is below:

Except as noted here, the class features of the sorcerer are the same as presented in the PHB.

Spellcasting (Su): Sorcerers gain the listed bonus to all Fortitude Saves against Drain when casting sorcerer spells and to Control checks made to cast any spell. A sorcerer’s Caster Level for sorcerer spells is equal to his or her Class Level. A sorcerer gains 4 spell slots per Level.

Drain Resistance (Su): Each time a sorcerer takes Drain from spellcasting, reduce the Drain by the Level of Drain resistance. If the sorcerer fails the Fortitude check, the Drain is doubled
before this Drain resistance is applied; if the sorcerer passes the Fortitude check by 10 or more, the Drain is halved. Drain cannot be reduced below 1 Point.

Compared to a Wizard:

In many ways, wizards are the standard by which all other spellcasting classes are judged. They must study to learn their spells, though they may learn as many as they can find. They can cast the most potent spells of any class, and may cast
about as many of their best spells as most other spellcasting classes can.

The wizard was the first class converted to the new system, serving as a baseline for other classes. Their spellcasting abilities as noted in BESM d20 are worth about 91 Character Points
throughout their career. The object in converting the wizard was to maintain that value as closely as possible. This was simple to do, as a 20th Level wizard has roughly the same spellcasting ability as a character with 10 Ranks of Dynamic Sorcery. The value of Dynamic Sorcery at 10 Ranks is equal to 80 Character Points. The additional points were taken up
by the wizard’s unique class ability, allowing them to learn an unlimited number of spells.

Sorcerers are given a power boost. Sorcerers may learn spells of any level at any caster level, but they get limited spell slots. Plus, they gain Drain Resistance, which means that they have more endurance when casting.

Wizards retain their unlimited capacity to learn spells. But they are restricted as to what levels they gain by Caster Level. So, while a 1st level sorcerer maybe packing Wish (Good luck casting it, it's DC is 101, and it's drain is 16d10, meaning you can take 16d10 points of non-lethal damage casting the sucker!), a Wizard won't get to learn Wish until he's 16th level.
Sir Elton

02-11-06, 12:20 PM
Questions? You want questions? Okay!
Throw them at me! I can take them.

• How does it play out in practice?

Nastily. My players in my Atlantis Game enjoys it! One NPC botched a spell and put a whole hospital to sleep. Another player casts "Thundercrash!" (Lightning Bolt, I believe) and applies drain. Since it's a BESM d20 game, they are reducing their energy (spell) points. In a Dungeons and Dragons game, said casters take non-lethal damage.

• How many hours of play have you had under these guidelines, and with how many groups?

My group is used to LOOONNNNGGG sessions. About 10 hours per session. Forty hours a month, not including personal development sessions.

• Are your players comfortable with the variety of house rules and the use of d20 Advanced Magic?

The major changes were no miniatures, and the addition of d20 Advanced Magic to replace the sacred cow. The original system works good for a game that focuses on encounters. But one that focuses on people doesn't need Jack Vance. It needs a system that is as individual and dramatic. Hence, d20 Advanced Magic. My Atlantis players enjoy the system, it allows them to individualize their magic.

• Were they familiar with the various third-party sourcebooks and rules before you began this campaign?

I originally designed Atlantis to focus heavily on Psionics. So, no, various third-party sourcebooks weren't in the original plan. Although one of my players submitted to me new spells out of third party sourcebooks. :D

• What character sheet format do your players use?

Custom, on Open RPG, based on the BESM d20 Format.

• Since you're allowing Races of Eberron, I should also ask: how are you handling adaptation to this system of spells with the [Mindset] descriptor? I understand that "I'm not allowing them. There are other ways to produce those effects." is a perfectly reasonable answer.

I treat the mindset descriptor as a Divine/Arcane Focus modifier, I added +2 to the Casting DC of the spell.

I'm not trying to be critical, by the way: it's just that some of these have been issues in my campaign (well, honestly, not the [Mindset] spells: most of my players ignore Races of Eberron; I'm interested in the question myself, as a rules mechanician), and I'm interested in the way that other Dungeon Masters handle them.

—Siran Dunmorgan
Sir Elton

02-12-06, 10:18 AM
Any more questions?

Because I'm going to post this on Enworld and/or Mortality in order to attract some players for a mid-week campaign on OpenRPG. :D (I heard it's hard to attract players through the Wizards Classifieds since everyone I want to attract actually visits this forum).
Siran Dunmorgan

02-13-06, 02:29 PM
I've got more! :D

Sir Elton, you speak of a game that focuses on people, not encounters; I can easily understand the sentiment behind that, but after thinking about it for a couple of days, I'm wondering about the mechanics involved.

An encounter in a rτle-playing game maps approximately onto a scene in improvisational theatre. Describing an encounter is, effectively, setting the scene in terms of the arrangement of the stage, props, and characters who are either already present or likely to appear on stage over the course of the scene. In a 'people focused' scene, matters play out typically in the form of conversation or dramatic confrontation in a theatrical sense.

But this is not mechanically different from an 'encounter focused' environment, in which the scene plays out in terms of movement and physical interactivity: the scene itself—or the encounter, in rτle-playing terms—is still the basic unit in terms of which the play or adventure is written.

Regardless of whether one is emphasizing the 'pulp' or 'noir' aspect of Eberron, the basic unit is still the encounter: when potential foes meet in the back alleys of Atur, and converse in ever-so-polite terms, this is definitively an encounter; we write it as such, and it plays out as such.

If the conversation 'goes bad', it might segue into a larger scale episode of flight across the rooftops of the City of Night, but this too is essentially written and described in encounter terms, e.g. the flight across the rooftops itself is inter-encounter narrative, but specific items such as the chase through the living room of the terrified family, the run through the crowded market street, or the crossing of the gap between buildings are themselves encounters.

When we write an adventure in Lovecraftian terms, i.e. the adventure involves considerable research, the time when the party's archivist is researching the thing at the library is itself an encounter, despite the normally quiescent nature of libraries: it follows the structure of encounters, including a reasonable challenge rating and corresponding experience for overcoming the challenge: successfully finding the information about the specific threat faced by the party in subsequent adventures.

Again, the encounter is equivalent to the scene in a theatrical sense: it serves as a cognitive focal object around which the writer of the adventure can organize the resources necessary to effectively play out the scene, e.g. descriptions of the characters involved, their motivations, and one or two signature phrases that the Dungeon Master can use to engender a sense of the characters' personalities in the minds of the players.

So how does this differ from your idea that the campaign "focuses on people?"

From your specific examples—dispensing with miniatures, using d20 Advanced Magic, et al.—I would venture the guess that you are trying to achieve a play session in which the Dungeon Master and the players are involved in something like improvisational theatre, calling upon the rules only where necessary to support the story, e.g., to know when the party's little Aundairian wizard is nearly exhausted, but with minimal physical reference to the rules, and emphasizing the nature of the game as narrative.

But even with this emphasis, do you not still have a campaign composed of a series of adventures, which are themselves composed of encounters? Do the players not percieve the action of the story in terms of scenes? Do you use some other organizing scheme when writing down your campaign notes?

The concept of the encounter, of the scene, is sufficiently powerful that it has existed as a recognized literary and dramatic device for some thousands of years of real-world narrative and drama: I am by no means certain that it can be lightly discarded.

So—I'm interested. If you're running a game without an encounter focus, you may be doing something genuinely novel.

—Siran Dunmorgan
Sir Elton

02-13-06, 06:47 PM
What I mean is a reduction of combat encounters. Here is a transcript from a character development game I did today with one of my Atlantis players. I think that might answer your question better.
**************************************** ********************
(2) Atlantean DM: :fade in
(2) Atlantean DM: Nanami, you have a package you have to deliver to a house.
(1) Nanami: in the city?
(2) Atlantean DM: You are currently on the right block. In the city.
(1) Nanami: well, this is easy enough.
** (1) Nanami walks along the block looking for the right house number **
** (2) Atlantean DM rolls an encounter die [1d20] -> [20] = (20) **
(2) Atlantean DM: You bump into a physician.
(1) Nanami: ((uh oh))
(2) physician: "I beg your pardon."
(1) Nanami: Oh! excuse me, I didn't mean to bump into you like that
(1) Nanami: Would you happen to know where this address is?
** (2) physician examines the package. **
(2) physician: "Sure, go down this street and turn right. You can't miss it. I delivered some healing herbs there once. That was one sick girl."
(1) Nanami: was? who lives there?
(2) physician: "A boy, a girl, and their parents. Strangest family I've ever seen. Had jet black hair, and yellowish skin. Kind of like yours."
(1) Nanami: hmm, maybe I will know them when I see them.
** (1) Nanami smiles and bows **
(1) Nanami: Arigato!
** (1) Nanami walks in the indicated direction **
(2) physician: "No problem. Have a nice day!" The physician continues his rounds.
** (1) Nanami finds the house, goes to the door and knocks **
(2) Atlantean DM: A girl answers the door. She looks up at you. Gasps. And then slams the door in your face. She looked exactly like Miho.
** (1) Nanami thinks "Could it have been? but why would she..." **
** (1) Nanami knocks on the door again **
(1) Nanami: Hello?
(2) Atlantean DM: After a few moments, the door opens and there stands your brother.
(2) Akira look alike: "What in Jigoku are you doing here!"
(1) Nanami: Tashiro? is that really you?
(2) Akira look alike: ((I forget his name. Thanks.))
(2) Tashiro: "That's what my mother calls me. It's not every day you see somebody come back from the dead."
(1) Nanami: I was told to bring a package here and wow! I missed you onii-san!
** (1) Nanami hugs her big brother **
** (2) Tashiro drags you inside. **
(2) Tashiro: "Why'd you scare poor Miho like that?
(1) Nanami: you and Mom made up? is Dad here too?
(1) Nanami: I didn't do anything!
(2) Tashiro: "Not exactly."
** Sorry, don't understand what a /nanami's is...
(2) Nanami's Mom:: "What's going on Tashiro, Miho came . . ." She drops her tray when she sees you.
(1) Nanami: onee-chan!
(1) Nanami: Miho-chan!
(1) Nanami: Mom!
** (1) Nanami runs to her and hugs er **
(2) Nanami's Mom:: "What, YOUR ALIVE?!?"
** (1) Nanami nods "Hai! and I was so worried about you! and everyine!" **
(1) Nanami: I can't believe it, all of you together!
** (2) Nanami's Mom: gives her a long hug and cries. **
** (1) Nanami does the same **
(2) Nanami's Mom:: "Nanami-CHAN!"
** (2) Nanami's Mom: cries as if she was tearing Niagra Falls! **
(1) Nanami: ((hehehe))
(2) Nanami's Mom:: ((Well, I figured that she was like . . . Queen Masaki))
(1) Nanami: How have you been? I see you have a nice house, what have you been doing? Where's Dad? And Tashiro, you're not busy with Kuda at the scrapyard?
(1) Nanami: ((hehehe))
(2) Tashiro: "That's obivious. Today's my day off."
(2) Nanami's Mom: "When the place blew up, we appeared here, instead of Jijoku."
(2) Nanami's Mom: "This is a strange place, but naked and no money, we started to make do. Your dad works at a tavern.":
(1) Nanami: I appeared with others of my classmates in an open field.
(1) Nanami: but since then a lot has happened. I am married now Mommy, to Kenji! and we live at the palace!
** (2) Nanami's Mom 's look turns sour. **
** (2) Nanami's Mom then sticks her thumbs in Nanami's mouth. "You got married. Without even telling us!" **
(1) Nanami: What's the matter? he's nobility now, he erk!
(2) Nanami's Mom: "I don't care, you should at least told us you were getting married!" She begins stretching your cheeks.
(1) Nanami: i o onn I cooont
** (2) Nanami's Mom releases you. **
(1) Nanami: I told him when we got married that we would have to have a proper ceremony later, it was a nice one, but we didn't know if anyone else was alive! Risa-chan was there at least
** (2) Nanami's Mom looks at her disapprovingly. **
(1) Nanami: so we WILL have a proper ceremony, and of course you'll be involved Mom!
(2) Nanami's Mom: "Gojiro, Gojiro!"
** Sorry, don't understand what a /Nanami's is...
** (2) Nanami's Dad calls from another room. "what is it my sweet?" **
** Sorry, don't understand what a /Nanami's is...
(1) Nanami: He's a good man Mommy, he's important in the palace, and he makes good money. We eat with the Queen and the rest of the royal family
(2) Nanami's Mom: "Your daughter up and eloped!"
(2) Gojiro (Nanami's Dad): "What do you mean, my little honeysuckle?"
(1) Nanami: I wouldn't exactly say that, but yes, it was a little fast. but the ceremony was an Atlantean one, at the Temple of Aphrodite, and very sweet.
(1) Nanami: of course it's not a proper Shinto one, but they don't do those here
** (2) Gojiro (Nanami's Dad) looks at Mom, then looks at you. "Nanami, into the kitchen!" **
** (1) Nanami sighs and goes to the kitchen **
** (2) Gojiro (Nanami's Dad) follows, and closes the door. He then pulls out too drinks from the Ice Box. He poors some Atlantean grape juice into two cups and hands one to you. "We might as well celebrate." **
** (1) Nanami smiles and hugs him "Oh Daddy, I knew you'd understand! BUt you sure had me going for a minute!" **
(2) Dad: "Actually, I'm supposed to scold you."
** (1) Nanami then takes one of the cups **
** (1) Nanami looks down "I don't know why. I've loved him a long time, and when I found out he loved me too.. I would have liked to have a full ceremony, but there weren't enough people to do it properly **
(1) Nanami: We didn't,... do anything... before we were married...
(2) Dad: "Well, it happened, at least I don't have to worry about you shirking your responsibility.
** (2) Dad looks at her. **
** (1) Nanami blushes furiously "Well, I know that would have upset you. but I was a proper daughter, as much as I could be here." **
(2) Dad: "was it painful?"
(1) Nanami: and I've been making a difference, I can do real magic here, they have me doing Hero work now
(1) Nanami: Dad!! **a little shocked at the questions**
(2) Dad: "Come one, just answer the question. Were you in pain?"
(1) Nanami: When I got here, I was in pain, emotional pain. but if you mean when Kenji and I... well... just a little at first, then it was just wonderful!
(2) Dad: "My little girl is a young woman now."
** (2) Dad starts crying. **
(1) Nanami: Oh daddy
** (1) Nanami hugs him **
** (2) Dad hugs her back. **
Sir Elton

02-13-06, 06:49 PM
(2) Miho: "Magic?"
(1) Nanami: and I think that the priests at the Egyptian temples can probably cure illnesses with it
(1) Nanami: yes little one, real magic! not just the stage stuff I did before!
(2) Miho: "real magic . . ."
** (2) Miho blinks. **
(1) Nanami: Has anything... unusual happened since you got here? Is there something you can do now that you couldn't before?
(2) Miho: "I . . . I don't know."
** (2) Miho twiddles her fingers. **
(1) Nanami: Spirits of the Earth, spirits of the Air, create something pretty! Illusion! [1d20+14] -> [12,14] = (26) (making an illusion of a rose bush in the kitchen)
(1) Nanami: (no scent or anything though)
(2) Miho: ((It works perfectly.))
(1) Nanami: [1d6] -> [6] = (6) drain
** (2) Miho go's "hehhh!" **
(1) Nanami: see? I couldn't do that at home.
(2) Miho: (you know, surprise. . . ))
(2) Miho: ((happy surprise.))
(1) Nanami: It's not perfect **haves her hand through it** but it's a real illusion
(2) Miho: "Looks like something, out of a dream."
(1) Nanami: something like that. I can do other things too... hmm, this you might have fun with.. want to be able to be invisible for a few minutes?
(2) Miho: "yeah!"
(1) Nanami: Spirits of the Air, gather around and hide this person! Turn Invisible! [1d20+14] -> [4,14] = (18)
(1) Nanami: [1d20+18] -> [12,18] = (30) control
** (2) Miho 's image vanishes **
(1) Nanami: [2d8] -> [5,7] = (12) drain
** (2) Miho giggles, and the giggling travels around the house. "I' **
(2) Miho: "I'm invisible! See mom! I'm invisible!"
(1) Nanami: now, nobody can see you for a little while. but it won't last long!
** (1) Nanami listens, hoping her parents don't freak out too badly **
(2) Dad: "I can't see you, miho-chan!"
** (1) Nanami giggles **
(1) Nanami: That's kind of the point!
** (2) Miho giggles. "I'm invisible daddy! I'm invisible!" **
ranger of the north

02-14-06, 05:06 PM
Was Fighter purposefully left off the list?

Also, how different are the Paladins of Freedom/Honor from normal Paladins?

Just wondering about those two things...

Maybe i'll join the game...
Sir Elton

02-15-06, 02:36 PM
Was Fighter purposefully left off the list?

Also, how different are the Paladins of Freedom/Honor from normal Paladins?

Just wondering about those two things...

Maybe i'll join the game...

Fighter, of the list? That was a mistake.

The Paladin of Honor is the regular "I'm a Knight Templar!" paladin who runs around with a squeaky clean morals and commits genocide on a tribe of goblins. Devout followers of the Silver Flame and the Sovereign Host (maybe even the path of light).

The paladin of Freedom is the regular "I'm a Jedi Knight!" paladin who runs around with squeaky clean morals and does not commit genocide on a tribe of goblins.

http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#paladinofFre edomClassFeatures

Okay, it's more complicated than that.

Let me post an "Ask Keith Baker" question as to where the Paladin of Freedom might fit in Eberron; who'd they follow and so forth. And I'll go from there.
Romulus LoneWolf

02-15-06, 08:39 PM
Uh... Sir Elton, the Paladin of Freedom does not commit genocide on tribes of goblins.. At least not in my book. He might fight the goblin warriors, but he'll treat the defeated goblins with honor in accordance to his code. (consult Book of Exalted Deeds on the topic of Good treating captives).

Paladins of Honor are "Law and Order" style heroes, warriors who fight in the name of stable authority or established order, like a government or their faith.

Paladins of Freedom are "Justice before Law" style heroes, a la Robin Hood, who believes in serving a Higher Justice then established order..
Sir Elton

02-15-06, 08:47 PM
Uh... Sir Elton, the Paladin of Freedom does not commit genocide on tribes of goblins.. At least not in my book. He might fight the goblin warriors, but he'll treat the defeated goblins with honor in accordance to his code. (consult Book of Exalted Deeds on the topic of Good treating captives).

Paladins of Honor are "Law and Order" style heroes, warriors who fight in the name of stable authority or established order, like a government or their faith.

Paladins of Freedom are "Justice before Law" style heroes, a la Robin Hood, who believes in serving a Higher Justice then established order..

I think you've mixed up what I said. I said that Paladins of Freedom *do not* commit genocide on a family of goblins.

I don't have the Book of Exalted Deeds. Besides, I wouldn't use it anyway. :) Sounds like a code book of moral judgements and Thou Shalt Nots and Thou Shalt Dos. Blech! :p

To me, Paladins of Freedom exalt the freedom of others. They aren't methodists who go compell somebody to do everything, rather they encourage others to do something. :)
Romulus LoneWolf

02-15-06, 08:49 PM
Ok, aside from the elements in my above post, I like your ideas.. Although I might stick with the standard spell system, only with the Spell Points variation from Unearthed Arcana.

Beyond that, I might steal some of your ideas for my own online Eberron campaign..
Romulus LoneWolf

02-16-06, 07:22 PM
I think you've mixed up what I said. I said that Paladins of Freedom *do not* commit genocide on a family of goblins.

I don't have the Book of Exalted Deeds. Besides, I wouldn't use it anyway. :) Sounds like a code book of moral judgements and Thou Shalt Nots and Thou Shalt Dos. Blech! :p

To me, Paladins of Freedom exalt the freedom of others. They aren't methodists who go compell somebody to do everything, rather they encourage others to do something. :)


Sorry, I meant to say "The Paladin of Honor" doesn't commit genocide.. ...which would be an Evil act.
Sir Elton

02-17-06, 12:38 AM
It depends on who you game with. :)

Although, I know these two men from History aren't good examples (both slaughtered, which are evil acts) but they are the best example of a Paladin of Honor. Salah ad-Din or Saladin, and King Richard I of England, the Lionheart.

Salah ad-Din slaughtered all the knights that defended Jerusalem before the Third Crusade. And after the Seige of Jaffa, King Richard slaughtered all the muslims he captured because he felt that Salah ad-Din was not carrying through the terms of peace.

But they are the best examples from History of a Paladin of Honor. Both personalities are well documented.
:D
Deekin

02-17-06, 01:01 AM
Wizards in my Eberron game acknowledge a God Being known as the Creator when they invoke their magic. In Arcane Lore, the Creator, a being of Light and Truth, is the Being Responsible for creating all. As a result, Arcane Magic or Sorcery, as a power was passed down from Dragon, to Giant, to Elf, to Gnome, to Human.

Although the Creator isn't directly worshipped, his name appears in many invocations of wizards. Sorcerers, however, are a little more creative in their incantations. The magic still works when they invoke the spell name, but their incantations may not reference the mysterious Creator at all.


I object to calling a mysterios creator. Kyber, Eberron, Syberis, the Shadow, Aureon, Onatar, and the Silver flame are perfecly good substiutes
Sir Elton

02-17-06, 09:13 AM
I object to calling a mysterios creator. Kyber, Eberron, Syberis, the Shadow, Aureon, Onatar, and the Silver flame are perfecly good substiutes

Did you check the FAQ above? :D