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| #1thinkmilitantJan 31, 2009 17:13:00 | What should I fill my players in on as far as the world of Eberron goes? Is there some Eberron Primer out there I can print out to give them an idea of the world without them having to read hundreds of pages of campaign setting material? Also, I was thinking about making my campaign center around a war (of sorts) between the houses, and I would like to know exactly what the treaty they signed promising neutrality said. Any source for that, or should I just make it up on my own? Any other help yall can provide me with would be great. Thanks! |
| #2robert4818Jan 31, 2009 21:47:27 | Well there's alot of lore in the game. And not too many secrets. King kias II, thats a secret, So is the blood of Vol's true agenda. There's a few secret organizations, and some behind the scenes players. But from the core book there are not too many things to hide from the players. In reguards to your idea. You'll have to do some work. The houses work fairly well together, and have for over 1500 years by this point in the campaign. They have some disputes, but nothing that would lead them to all out war. On the other hand if you are talking about the 5 kingdoms, you might try for sort of a cold war covert thing. The houses do have some fairly good hooks in them though that you could wrap your idea around. House cannith is currently broken into 3 factions. They lost the senior members of the house on the Day of Mourning, and no faction will acknowledge anothers claim to house leadership. House Thurrani is a splinter of House Philarin (or vice versa, I can't remember) and BOTH are directly competing for both entertainement and spying. --------------------- After all of that I have written up a small 4 page primer for my own group. Its just a real quick and dirty thing for the game. I've pasted it below. Eberron Primer Races: Core Races: No core races have any mechanical change associated with them. • Humans: No change • Dwarves: Classic dwarves exist, but beyond mining, House Kundarak dwarves control the banking system. • Elves: Some are aloof, there are many different sects, however they have a culture of ancestor warship and, when in their homeland, live among their undying (positive energy undead) ancestors. • Gnomes: Have an innate lust for knowledge, Highly magical nature, prefer to win by wit over sword. • Half-Elves: Distinct race, but a few new show up. Some lean towards elves, some towards humans. • Half-Orcs: No change • Halflings: Resemble native American cultures. Many have fully integrated into “civilized” society. • New races: • Changelings: Doppelganger descendants. Can change their appearance as per disguise self. No unique culture, try to blend with the culture they live in. • Shifters: Descendants of Lycanthropes. No culture, very Feral Nature. Have some mechanical bonus’s linked to lycanthropy. • Warforged: Living Golems. Built during the last war, the oldest is around 33 years old. No culture, but they are sentient beings with full rights. They are still trying to find their place in a world after war. • Kalashtar: Humans merged with the extraplanar Quori. Heavily psionic. They are rebels against the empire on the continent of Sarlona. Classes: Core Classes: Most classes have new feats, a few have new mechanical options. • Barbarian: New Feats • Bard: New feats, (These feats can be taken normally or as a bonus feat instead of a new Bardic music option at the appropriate levels) • Clerics: New religions. Do not have to be within 1 step of gods alignment. May cast any alignment spell. May choose to worship whole pantheons instead of just one god, or may choose to worship no god at all. You must still match alignment to take alignment domain. • Druid: New feats, including those that represent specific sects of druidic tradition. The choice of animal companions is limited by region of origin of the Druid. • Fighter: New feats • Monk: New feats, one feat (monastic training) allows monks to multiclass w/o losing class abilities. • Paladin: New feats, Halfling paladins may use a dinosaur mount. • Ranger: New feats, animal companion rules of Druid. • Rogue: New Feats • Sorcerer: New Feats • Wizard: New Feats New Class: • Artificer: Semi-mage, ability to temporarily enchant items. Bonuses to magic item creation. Can disarm traps and use magical devices like a rogue. New Rules: • Action points – you get 5+ ½ your level rounded down / level. Use or Lose. o Used for extra D6 on Attack rolls, skill/ability/level checks, and Saves Done after the D20 roll, but before the result is read. o Use 2 action points to activate class features with that have already been used the limited number of times per day. o Auto Stabilize o Hasten Infusions (artificer only) o Activate certain feats and prestige class abilities • Dragon Marks: Magical tattoos (taken as feats) that bestow innate magical abilities to characters. Tied to specific races and Merchant houses. House Rules: • Action points will have a maximum amount as per the rules, but will be refilled at a new level, and the DM will award points for roleplaying/dramatic actions. • Prestige Classes will have the Skill requirements removed, Feats and other requirements will remain, and a minimum character level will also be required (based off of previous skill requirements) • Spell Components will not be rigorously tracked Lore: The last war ended 4 years ago. It was a 100 year long war of succession after the last king of Galifar died. Instead of a new King, the country was split into many countries. • The 5 main nations are: o Aundair: Rural country, with a heavy magical tradition. Contains the Arcane college, one of two main magical institutions on the continent. o Breland: Most accepting of all the countries. Experimenting with Democracy o Cyre: No longer exists, was destroyed in magical cataclysm. Refugees are scattered across the continent. The area is now known as the Mounrland. Rumors persist of a warforged called the “Lord of Blades” gathering warforged somewhere in the area. o Karnnath: Heavily militaristic country. Uses intelligent zombies/skeletons in their armies. o Thrane: Theocracy under the control of the Church of the Silver Flame • Outside of the 5 Nations are the following areas of the continent. o Valenar: Claimed by warlike elven mercenaries during the last War. o Mror Holds: Land of Dwarves o Lhazaar principalities: Pirate Nation o Q’bara: Nation trying to hold onto the principals of old Galifar, also home to refugees and outlaws. o Darguun: Country full of loosely aligned Goblinoids o Droaam: Nation of monsters controlled by 3 hags o Eldeen Reaches: Druidic Nation o Zilargo: Gnomish Nation. Known for its creation of Airships and other elemental bound items. o Shadow Marches: Uncivilzed area, known for its large concentrations of Eberron Dragonshards o Demon Wastes: Home to the few remaining demons after they were driven off millions of years ago. Beyond the continent of Khorvaire are: • Continent of Xendrik: Lost continent. Home to Drow, was the seat of a long defunct Giant Civilization. • Continent of Sarlona: Mysterious Psionic Continent • Continent of Argonnessen: Mysterious home of Dragon Civilization There are 13 Merchant Houses that control most commerce on the Continent. They’ve been around for over 1000 years, so calling them families is a bit of a stretch. Houses and Marks Note this was origininally in a table format Powers House Race(s) Role Marks Least Lesser Greater Skill (+2) Cannith Human Magical inventors / scientists / builders Making Make Whole; Repair Light Damage 1/Day; Mending 2/Day Craft Minor Creation; Repair Serious Damage 1/Day Fabricate; Major Creation 1/Day Denieth Humans Mercenaries/ Bodyguards Sentinel Mage Armor; Protection From Arrows; Shield Of Faith; Shield Other 1/Day Sense Motive Protection From Energy; Lesser Globe Of Invulnerability 1/Day Globe Of Invulnerability 1/Day Ghallandra Halflings Innkeeps / chefs / etc. Hospitality Purify Food And Drink; Prestidigitation 1/Day; Unseen Servent 1/Day Diplomacy Create Food And Water; Leomonds Secure Shelter 1/Day Heroes Feast; Mordenkainen's Magnificent Mansion 1/Day Jorasco Halflings Doctors Healing Cure Light Wounds; Lesser Restoration 1/Day Heal Cure Serious Wounds; Neutrelize Poison; Remove Disease; Restoration 1/Day Heal 1/Day Kundarak Dwarves Bankers / Moneylenders / security Warding Alarm; Arcane Lock; Fire Trap; Misdirection 1/Day Search Explosive Runes; Glyph Of Sending; Nondetection 1/Day Mordenkainen's Faithful Hound; Greater Glyph Of Warding; Guards And Wards 1/Day Lyrandar Half Elves Weather Control / Shipping Storm Endure Elements; Fog Cloud; Gust Of Wind 1/Day Balance Sleet Storm; Wind's Favor; Wind Wall 1/Day Control Winds; Control Weather 1/Day Medani Half Elves Bodyguards / Scout / Sentry / Detective Detection Detect Magic; Detect Poison 2/Day Spot Detect Scrying; See Invisibility 1/Day True Seeing 1/Day Orien Humans Shipping / Courier / Roads / Travel Passage Expeditious Retreat; Mount; Dimension Leap 1/Day Survival Dimension Door; Phantom Steed 1/Day Overland Flight;Teleport 1/Day Phiarlan Elves Entertainer / Spy Shadow Darkness; Disguise Self; Minor Image 1/Day Gather information Clairaudience;Clairvoyance; Shadow Conjuration; Scrying 1/Day Mislead; Prying Eyes; Shadow Walk 1/Day Sivis Gnomes Tanslator / Mediator / Notaries Scribing Comprehend Languages; Whispering Wind 1/Day; Arcane Mark 2/Day Decpipher script Illusory Script; Secret Page; Tounges 1/Day Sending 1/Day Tharashk Humans Prospector / Detective / Bounty hunter Finding Identify; Locate Object 1/Day, Know Direction 2/Day Search Half-orc Helping Hand; Locate Creature 1/Day Find The Path 1/Day Thuranni Elves Entertainer / Spy Shadow See Phiarlan Vadalis Humans Animal Breeding / Care Handling Calm Animal; Charm Animal; Speak With Animal 1/Day Handle Animal Dominate Animal; Greater Magic Fang 1/Day Animal Growth; Summon Natures Ally V 1/Day Religion: In Eberron, the gods are distant, and do not take an active role in the world. • Sovereign Host: Pantheon of Good Gods, most prevalent religion on Khorvaire • Church of the Silver Flame: Worships a Coutal and Paladin that entrapped a demon and produced a silver flame, Dedicated to wiping out evil throughout the world. • The Dark Six: Pantheon of Evil Gods • Blood of Vol: Believes in the divinity of one’s own blood. Sees Undeath as a form of salvation. Mixed reactions throughout the 5 nations. Suspicious to most, Banned in some, open in Karnnath. • Cult of the Dragon Below: Various cults of demon worship. • The Path of Light: Religion of Kalashtar • Undying Court: Religion of most Elves, Ancestor Worship. |
| #3skrapsanFeb 02, 2009 12:26:07 | There is always this old thread. Used to be a power point presentation floating around here somewhere, but now I have forgotten where to find it. |
| #4Magicstar1Feb 03, 2009 4:56:41 | Drop me a PM or email and I can get you the presentation. I just used it to introduce my GF and two other to Eberron and they loved it. |
| #5thinkmilitantFeb 03, 2009 12:12:32 | Well there's alot of lore in the game. And not too many secrets. Thanks for the info, it should come in handy. As for the Houses going to war, I know it might be a little unorthodox for the setting, but if those houses are comprised of humans (well, humans, elves, dwarves, etc.) then they are probably only a few catalyzing moments away from hating each other. I figured it would be a cold war kind of thing, with a twist. In my version of Eberron, the 5 Nations came out of the Last War significantly weakened, while the houses came out significantly more powerful and wealthy to the point where the houses are arguably more important to the world then the governments themselves. Specifically the House Cannith and the House Deneith. Right now, they are all wary of one another, but no real problems to speak of. That's where my BBEG comes in. I figured if the BBEG assassinates one of the House leaders (probably House Deneith, so Shirin d’Deneith could take the helm and help instigate things a bit) and makes it look like it was an attempted power grab by one or more of the other houses, that would start the path towards hostilities. The war itself would not be fought traditionally. This is a corporate war, after all. Siege engines and massive wars would cause too much civilian casualties and collateral damage, bad for business. It would be more precise. I am thinking more along the lines of sabotage, hijacked caravans, assignations, small skirmishes of highly trained strike squads over contested resources, and propaganda like mad. That way they can continue to claim neutrality to the 5 Nations and continue to do business. While the 5 Nations may not like this deal, they are not eager to loose the help the Houses can offer nor get sucked into another war. I just need help with what events would be most fitting for getting all of this kick-started. I even gave thought to the idea that the BBEG could be a House leader that fakes his own assassination to instigate a war. EDIT: The Twelve would still exist, but its purpose would change as things get worse. It would become more like a UN were the houses could conduct talks in a neutral setting. Also, not all the Houses would be drawn into this conflict. |
| #6TalaeFeb 03, 2009 18:06:02 | I would love the PowerPoint. I tried to search for it on Google, but came up short handed. Anyway to post a link? |
| #7domenicFeb 05, 2009 17:32:54 | This is what I give my players... I think it might be a bit too long for them to actually read :-(. Maybe your players won't be busy Caltech students though :P. http://www.domenicdenicola.com/ForFun/DungeonsAndDragons/Eberron/ Definitely let me know if you find it useful or have any suggestions or modifications. |
| #8TalaeFeb 05, 2009 17:58:18 | I don't have time right now, but with a quick skim, it seems to be a wonderful resource. Thank you. I am going to add it to my resource list thread. |