Help with Eldeen Reaches Campaign

Post/Author/DateTimePost
#1

guest1412820596

Nov 08, 2009 12:40:04

Im working on a campaign set in the Eldeen Reaches that is more community building driven. It centers around some Cyran immigrants (including 2-3 players) that are allowed to settle in the Reaches. The natives (1-2 players) allow this for fear of an Aundarian attack, but more importantly the druids (1-2 players) have forseen the need in a prophecy to combat some unknown evil that creeps about the wild.


I hope to have the players work together to help their community of Reachers and Cyrans in 3 different towns: Mossmantle, Cree, and a new Cyran settlement.


My question is do we know what type of government the Reaches use? I know the Wardens are the del facto government, but I see them more hands off. Other then "Five Nations" * the "ECS" is there anymore resources on the Eldeen Reaches?

#2

ellorin

Nov 08, 2009 12:54:04

Not much else. There is no such thing as a true Eldeen government the way you mean it. House Vadalis is probably the closest thing to what you are looking for-the house's political influence in the eastern Eldeen Reaches is enormous.

#3

guest1412820596

Nov 08, 2009 12:57:37

So I'll just assume local constables with the Wardens watching the roads. Are there any Eberron adventures published that took place in the Reaches?

#4

dan_vk

Nov 08, 2009 15:06:08

I cannot think of any published adventures specifically taking place in the Eldeen Reaches. Khyber's Harvest, the adventure from Free RPG Day '09, is set in the Shadow Marches and could be adapted with relative ease to take place the Eldeen Reaches.


Regarding information on the Reaches other than the Eberron Campaign Setting and Five Nations, there is obviously the Eberron Campaign Guide. Magic of Eberron has information on the daelkyr, a prominent threat (well, their creations, really) in the Reaches, including Half-Bloods and Impure Princes if you need interesting NPC inspiration. Dragonmarked has information on House Vadalis and their holdings in the Reaches. Faiths of Eberron discusses a variety of druid sects present in the Reaches (Wardens of the Wood, the Ashbound, the Children of Winter, the Gatekeepers, and the Greensingers). There are also Dragonshards articles floating about the WotC site on druid sects, the daelkyr, and the dimensional seals found in the Eldeen Reaches and Shadow Marches, et cetera.


As I understand it (and I could definitely be giving a completely inaccurate impression because I homebrew a lot of my material and use a lot of unofficial material from interviews with Keith Baker) there is no law or rule in the Eldeen Reaches. This means government or any authoritarian organization. Most settlements, however, choose to obey the suggestions of the Wardens of the Wood and the occasional Gatekeeper. House Vadalis coin buys loyalty as well, and House Vadalis holdings are essentially sovereign corporate city-states. The Code of Galifar isn't enforced as much as it is obeyed. I know this doesn't help you much with the "Well who leads the village, and who do they answer to?" question, but I think the answer is that it differs greatly from settlement to settlement.


Oh, and that's an awesome idea for a campaign.

#5

guest1412820596

Nov 08, 2009 16:05:21

Actually I think lawlessness will work really well. Maybe the Cyrans will just settle in one place and there will be some animosity from some Reachers which the players will have to solve. Plus it will allow the players to try to form up some sort of organization themselves if these Cyrans are going to survive the dangers of the Reaches. Thank you.

#6

durskut

Nov 09, 2009 0:50:53



I agree with Dan.  The impression I get is each village is kinda out there on its own, usually but not always having a druid type as an unofficial spiritual leader.  The Wardens are IMO are less of a government and more of a roaming police force.  They have their hands full with all the various mystical goings on, rival druid sects, and banditry camps.  They don't have the numbers to have any kind of solid grasp because the area they try to take care of is so large.


 


If this is the assumption, starting a new town would draw a lot of forces to the Cyrans.  Wardens could show up to make sure they're not trampling nature, Children of winter could try to destroy their vulnerable "civilization", bandits could try to take over the town to use as a base, etc.  


 


Then there's also the Aundairians.  If they get wind of "fellow 5 Nationers" setting up they may try to cut a deal to oust the Wardens' control.  Aundair takes control of the eastern reaches and establishes it as a "protectorate of Cyre."  Aundair gets land and people back, Cyrans get a place where they can freely, legally, and mostly independently settle.


 


I hope it works out, happy gaming!


#7

PJammaGod

Nov 10, 2009 23:14:05

The way I see the Eldeen Reaches, you're looking at an almost city-state type structure of government and policing. The Wardens are the de-facto government as listed, but each area (A Glade if you will) has it's varying druidic sect that maintains law and order, keeps the peace (usually) and otherwise delegates responsibilities.


So Glades under the Children of Winter would very much be survival of the fittest territory, quite harsh and dangerous. The Wardens would be helpful but probably hands-off. The Greensingers would likely have ties to the local fey and assistance/clearance from them for any civilising actions (cutting down trees, daming streams etc etc). I expect the Ashbringers would have minimal magical involvement in daily life (as compared to the Greensingers).

#8

guest1412820596

Nov 12, 2009 20:24:54
Thanks for all the great ideas.

Will absolutely have some Audarian spies & raiders.
Introduce Baron of Moss Sutger and his bandits.
Plenty of Ashbound attacks against the Cyran warforged.
Crazy Greensingers kidnapping pretty girls.
Gatekeepers always needing help against Xoriat.

There will be plenty of story and villians, thats for sure. Hope I can cram it all in.