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| Mathus07-09-07, 02:37 PM | So I am starting a new campaign where my players will be trying out some "high level" 12th level characters as a change of pace. One of the things I am promoting to them is that since they are starting off at 12th level they most likely are veterans of the Last War. This would put them most likely in the Special Forces of the Last War and so now I am looking for a decent comprehensive list of cannon and novel-cannon special forces for them to choose from. From another thread I got this entry to start off what info I think would help. Dark Lanterns Originally Posted by DarkangelUziel View Post But is there anybody that allready gave them some kind of layout in their organisation? I'm not sure, but I do know, however, that the Dark Lanterns consist of five divisions, each stationed in a different location (Wroat, Sharn, Starilaskur, Xandrar, and Stormreach) - these five sections are also commanded by five captains (Captain Vron, Talleon Haliar Tonan, Meryl d'Ravalas, Amber Korranor, and Jev). The department in Wroat acts as the core of the Dark Lanterns. Quote: A headquarters? Apart from the abovementioned, the Dark Lanterns have a hidden fortress (Silent Keep) somewhere in the Howling Peaks, IIRC. It's unmarked on any official map, and is kept secret from society - few are aware of its existence. Silent Keep acts as training grounds for the Dark Lanterns, and alot of interesting stuff/weapons/resources is being housed here as well Quote: Maybe a standard tactical procedure? Not as such, but they do prefer subterfuge over a forthright fight (their mantra is "kill quickly or be killed"). Obviously, they prefer the slightly more subtle approaches. Quote: Level-indictaion? Again, I must disappoint you, lad. Canon has offered us no benchmark on this, unfortunately. I would, however, have my typical Dark Lantern have 3-6 levels in the rogue class and for the elite ones have an extra few levels in the Dark Lantern prestige class. Originally Posted by DarkangelUziel View Post Did you get all this from any of the Sourcebooks? and if so, which one was it? In fact, yes. The Five Nations sourcebook grants a whole lot of useful information on the Dark Lanterns - it even features the Dark Lantern prestige class. It describes intelligence agencies from other nations as well, so if your game is heavily affected by the Five Nations, I'd recommend this book warmly. As for the novels I am currently reading the Inquistor series and one of the heroes is a former member of the Iron Band of Karnathi. They were a special force made up of humans and orcs that held off the armies of Aundair to provide an escape route for the army of Karnathi and were completely wiped out or captured but saved the main army or Karnathi with their sacrifice. It is this type of "starting out as famous" that I am trying to promote with my players. As I told them: As for starting ideas, I always try and get away from the "you are all in a tavern" types of beginnings. Depending on your races and classes it will help me decide on a starting location but your starting adventure will be that one of the characters is the guest of honor at a political/noble style gala and the remainder of the party members are guests. The other players will either be visiting dignitaries from other countries in a show of "healing the wounds" of the last war or may be fellow soldiers of the guest of honor depending on your classes and nationality. Then all hell breaks loose and the various heroes (and possibly former enemies) of the Last War join forces to respond to the event. So if that gives you some ideas of where things will start and what type of pull you will have you can start there. There were many heroes in the Last War so nobles may not recognize your face. But they will recognize your achievements of your particular branch of military you participated in. |
| AntiSean07-09-07, 04:11 PM | The Queen's Forward Blades are a Cyran scouting unit given a passing mention in Sharn:CoT. |
| Mathus07-10-07, 01:49 PM | Here is an update to research I have done for my players. From Forge of War Aundair Knights Arcane Mounted Spellcasters Wizard/fighter mix of classes Led by Lord Darro ir'Lain LN male human wizard 6 / knight phantom 6 (Knight Phantom is Five Nations pg 41) Breland Redcloak Battalion Heavy Infantry warrior/fighter/fighter-hybrid (rangers, barbarians, etc.) Minor caster backup such as Adepts and Magewrights Never have a battalion of more than 40 members or less than five members. They do add minor spellcasting to their squads. More info in Sharn City of Towers pg. 140 Breland Dragoons Mounted Infantry Mounted Knights backed by an Artificer Not as well known as the Brelish Wands or cavalry units but unorthodox tactics made them a stronger foe then most expect. Brellish Rangers Typical ranger squad Ranger/sorcerer/arcane archer mix Cyre Champions of the Bell Specialized Warriors Rogue/assassin hybrids (Include classes like spelltheif and duskblade among their ranks) Reported only one survived the war and destruction of Cyre. No name was given to this survivor. The Iron Tide Entire unit of Warforged Mostly fighters with a smaller mix of spellcaster assistance like warmage and rangers Rumored that many survived in the Mournland. Karnathi The Order of the Emerald Claw Karnathi patriots all belonging to the Blood of Vol religion One of many orders of knights Made up 1/4 of all officers at its height. Other knight orders: Adamant Fang - Woodland and light Knights Blackened Sky - Specializes in using alchemical and mechanical weapons Conquering Fist - Known as an invasion specialized unit and now being promoted as the patriotic replacement of the Emerald Claw Inviolate way - The nobles knights. Must be of noble blood and all are Rekkenmark trained (Five Nations pg. 106) Onyx Skull - The knight order that embraces the undead and created the Bone Knight prestige class (Five Nations pg. 117) Bastion of Frozen Flesh Undead corpses that appear inanimate until commanded to attack Used for surprise attacks such as being buried in shallow trenches, or smuggled into cities. Typical makeup is Bleakborn (Libris Mortis pg. 86) and Bodaks (MM pg. 28) Hand of Karrnath Personal assassination squad of Regent Moranna Made up of undead creatures with class levels like Ghast fighter, wight rogue, or ghoul adept Travel in squads of four members. Believed to have been destroyed in the Day of Mourning but rumors exist that they survived. Thrane Avenging Hand of the Eternal Flame Mounted troops and led by paladins Paladin squad leader with fighter and clerics making up the rest of the ranks Led by Knight-Commander Alestair Marktaros (LG male human paladin 9) Casualties run how but they never lack for volunteers. The Red Sails The fleet and marines of Thrane Made up of fighters and clerics Formerly led by Sercyl Ghastor (LE male human ex-paladin 4/blackguard 2) his motto was "get it done." His ruthless tactics and extreme use of torture and execution led to him being recalled back to Flamekeep for questioning but he disappeared enroot and his troops were scattered. |
| Demangel07-15-07, 03:34 PM | Not sure about it being cannon, though I remember reading it in one of the books somewhere (just where exactly I can't remember), but I recall something about elite airborne soldiers using feather fall to drop down from airships to take on special operations. I'm imagining a special unit of soldiers who specialize in sneak attack, and behind enemy lines operations similar to real world counterparts (paratroopers). They would drop in, and neutralize a specific target usually to aid in the advance of the main forces. Blowing up a bridge, securing a town, raid supply lines etc. It could even be made into a Prestige class of some sort in theory. Prerequisites being something like tumble at level x, jump at level x etc. |
| Mathus07-16-07, 11:33 AM | Doing some more research for my upcoming campaign here is my latest installment of special forces of the Five Nations. This time I pored over the Five Nations book and concentrated on spy networks. The spy and scouting organizations of the Five Nations. Aundair: Royal Eyes of Aundair. Made up of diplomats and covert agents they specialize in infiltrating other organizations and reporting back to Aundair. If someone else discovers a potent weapon or runs across a plot to upset the current balance of power it is the duty of the Royal Eyes to report and then steal or sabotage that weapon/plot. This organization promotes bluff, diplomacy, disguise, forgery, and knowledge nobility as its most important skills. Breland : The Dark Lanterns as described above. Karrnath: Most known for its military academy and not its spy network. Before the war all great leaders trained in Rekkenmark. It is the West Point of Eberron. King Kaius the III does have a spy network but it spies on his own people more then other nations. And those his spy network brings in for questioning either do not know that they are being questioned by a network or they are never heard from again. Thrane : The closest Thrane has to a spy guild would be The Argentum. They are a ministry within the Silver Flame church and a shadow organization of thieves dedicated to the acquisition, study, and redistribution of magic items and artifacts. They do not reward those of an evil bent and the vast majority of their membership are faithful and good followers of the Silver Flame. Skills they value are: gather information, knowledge arcana, search, slieght of hand, and spellcraft. |
| Arz07-16-07, 12:15 PM | So far you've also left out the big players. The houses, namely Phiarlan, Thuranni, Tharashk, and Medani. Notably Tharashk and Medani are not strictly spies but come close enough for notice as there areas are exploration and counterspy. Medani also has close enough ties to Deneith that they could be considered Deneith's intelligence ops. Also you have the non-national groups of the Emerald Claw, Cabinet of Faces, and the Aurum who do significant cloak and dagger work. Daask might also be a spy organization if you want it expanded in your campaign but canonicly its listed as only operating in Sharn. Personally I'd find it hard to draw the line since every faction in Eberon has some information gathering capability especially the houses not strictly focused on spying. |
| Mathus07-16-07, 03:14 PM | So far you've also left out the big players. Not really. My players and I know where the Houses stand and what the Aurum, Inspired, Lords of Dust, and all the other racial, bloodline, or race restricted organizations are. My point in posting this was for some measure of recognition. A common noble is not going to know of the Chamber much less invite a Chamber member to be guest of honor at his party. But hero of the Last War, that person can be known to the public. Just like in today's world you rarely meet a Navy Seal or CIA operative, but living in Vail I have met three retired Special Forces members. Two rangers and a SEAL if you are curious. You never "retire" from a Dragonmark house. And the Special Forces of Eberron as I am playing them have put the players into a "consulting" or on reserve status since the War is over. It is not that you couldn't do more work for them but you are no longer conscripted into their organization. Basically I am looking for Special Forces membership that your character can now brag about. Remember this is a 12th level to start with campaign and those 12 levels were your former life that you had and now you are an adventurer without those strangle hold ties around your neck. And finally the Nation organizations do not restrict you by class or race like the true hidden organizations do. They just ask that you are a patriot. |
| GrimAlchemist07-17-07, 12:41 PM | Karrnath: Most known for its military academy and not its spy network. Before the war all great leaders trained in Rekkenmark. It is the West Point of Eberron. King Kaius the III does have a spy network but it spies on his own people more then other nations. And those his spy network brings in for questioning either do not know that they are being questioned by a network or they are never heard from again. Thrane : The closest Thrane has to a spy guild would be The Argentum. They are a ministry within the Silver Flame church and a shadow organization of thieves dedicated to the acquisition, study, and redistribution of magic items and artifacts. They do not reward those of an evil bent and the vast majority of their membership are faithful and good followers of the Silver Flame. Skills they value are: gather information, knowledge arcana, search, slieght of hand, and spellcraft. Forge of War has a section on National Intelligence, that covers Aundair's Royal Eyes, as well as Karrnath and Thrane's spy organizations. Karrnath's is similar to yours. The nation as a whole does not have a unified spy network, but each warlord has his own order of operatives that keep an eye on the other nations, and the other warlords within Karrnath. They're officially supposed to give any information they glean to King Kaius, but they usually keep the most useful bits to themselves, which the King expects. He has operatives of his own within the spy networks of the warlords, who keep him informed of all the information they gather. Thrane has its own fledgling intelligence service called the Silver Torch. It's new and relatively inexperienced compared to the Royal Eyes or Dark Lanterns, but it is beginning to grow in size and skill. |