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| #1zombiegleemaxMay 24, 2007 15:55:37 | I am in the process of starting up a new campaign, a good portion of it will take place in the Eldeen Reaches with some possible excursions to the Shadow Marches. I have read probably everything I can get my hands on concerning the Reaches and the Druidic customs of Eberron, and the truth is I STILL WANT MORE!!!! The purpose of this thread is to further flesh out the Wilderness of Eberron, and the Druidic customs, Rites, NPC's and people who drive them. The NPC's can be from any class, I would prefer however if they were wilderness based. I am especially interested in cool ideas about the Gatekeepers, and the other Druidic Sects. Please Help! |
| #2rechanMay 24, 2007 16:08:50 | This probably should go in the People and Places board. But sure: Buriel: The Ashbound tie their dead to tree branches or bury them beneath trees. Alternatively they could burn their dead in pyres, out of fear of necromancers and undead desecrating the corpses, but burning them doesn't seem too "natural"; the carrion doesn't return to the earth that way. The Gatekeepers (and those traditions passed beyond them) are not afraid of mummifying their dead, in hopes that the spirits of their bretherin will protect the sacred sites. The dead are also placed near openings to Khyber, so that they will be eternal guards watching the mouths of the underworld. This is generally considered a great honor, to be as dedicated in death to fighting the Daelkyr and their children as the Gatekeeper are in life, and only the strongest warriors are chosen for this. (Note, Mummyfing doesn't necessarily mean creating mummies, but merely preserving the bodies). (Unnamed Tribe/Sect/Order) practice cannibalism within the organization. They believe that their stomachs are the community's graveyard, and so when one dies, the community gets together to cook and eat the deceased. This does not apply when the individual was killed by magical, negative energy, or death by abberation/undead. The Greensingers (or some other group) actually put the body where it is most accustomed. For instance, older members are put in a rocking chair on their porch. Or up against a wall/tree near the community hall - in essence, in death they are placed where they were most remembered and recognized in life, and their body serves as a monument. After a few weeks (when there's nothing but bones) they are put to rest. |
| #3garner_adamMay 25, 2007 0:21:24 | Here's a villian for you. Yula Havenwood: Neutral Evil, Pixie, 3rd level Sorceress Yula is the self proclaimed "Queen" of her part of the woods. After being cast out of normal pixie society she's turned to black mailing any humaniod she hears about. She threatens them with memory loss if they disobey her. Armed with coerced humanoids she aims to take over as much of the woods as she can. |
| #4arithianMay 25, 2007 18:41:16 | Shifter Braids and their significance. Originally Posted by Missekat Name: Hunters Braid Occasion: Is given when a cub hunts and kills her first predator. Ritual: The shifter eats a bite of the heart of the animal, thanks the Ancestors for their help and protection during the hunt, and the father – or nearest male relative of the cub – makes the braid, using a feather or a piece of fur. Appearance: A simple 3 string braid stiffened with bees wax and fastened at the end with a single brown leather ring. The trophy is fastened to the ring. Placement: Above and behind right ear. Significance: The cub is now recognized as a grown shifter, and no matter the age of the individual, she is free to speak for herself and suffer consequences – good and bad – for her actions. She is also deemed mature enough to marry, although she may not choose her own mate. Her parents – or her appointed guardian in lack of parents – will choose her mate for her. Only shifters honoured as warriors are allowed to choose for themselves. Shifters who for some reason are deemed unable to fend for them selves, (insanity, or a case of old age dementia could prompt such an occasion), will have the braid cut off, and appointed a guardian by the Elders. Note that in a more urban environment that still makes use of the old traditions, the Hunters Braid would be given when the cub has learned a trade or has in some other way become capable of feeding and maintaining a family. For More Braids Click Here: Name: Warriors Braid Occasion: Is earned with the first kill in battle with an intelligent foe Ritual: After the kill has been finished, the shifter plunges her weapon of choice into her foes heart, thus soaking it in the – often – still warm blood of her first downed foe. She then takes the weapon to an Elder, preferably a shaman, druid, or even better: Moonspeaker, who mixes the blood with wax and then forms a lock of the shifters mane into a dreadlock using the gory amalgam to seal the braid. An iron ring is then magically closed around the braid, and the Elder praises the shifter for her courage, her strength, and her wits in battle. The shifter then proceeds to thank her Ancestors for the courage they lend her, the strength she inherited from their limbs, and the wits they have taught her. This ritual is – if circumstance and situation allows it – usually followed by a huge party in which the newly anointed warrior is the guest of honour. These parties tend to appeal more to the younger generation, as they usually entail huge amounts of strong booze, jumping over the bonfire, speardancing , telling tall tales, and generally behave like idiots. Appearance: A dreadlock sealed with a mix of beeswax and the blood of the defeated foe. The braid is fastened in the middle with an untreated iron ring. The iron is generally allowed to rust, as the rust symbolises blood. Placement: Where the hairline begins on the neck – or in case of heavily furred shifter with no discernible hairline: Where the head starts to round. Significance: The shifter is now honoured as a warrior, and granted the right to choose her own mate, and build her own dwelling. Name: Fangs Braid Occasion: When a shifter slays an aberration. Ritual: The shifter, who is under an oath of silence until this particular ritual is over, brings the carcass – or if the shifter is prevented from this by size or circumstances – a significant part like the head or the hearth, to a Moonspeaker or Gatekeeper druid. The druid then purges the unclean flesh in a sanctified fire, while invoking the Powers, (or in some cases: Gods), of nature and the Ancestors until there is only clean ashes left. The shifter is then set to stand vigil until the ashes have cooled sufficiently for the rest of the ritual. Depending on the size of the carcass, this ritual may last up to several days and nights, before the ashes is ready for further handling. When the ashes have cooled, the shifter is asked to gather them all up. A foul concoction is then mixed by the druid from the ashes together with several other secret ingredients. The only one revealed to non-druids being ground dust of Byeshk. This horrid smelling tar-like substance is then smeared onto the entire body of the – by now exhausted – shifter. (Remember, she has had at least one day and night without sleep, food, nor water). She is then tied to a tree. The concoction coating the shifters fur and skin is a non lethal poison. A Fortitude save DC 15 is required to stay awake during normal conditions, but for each 24 hours the shifter has been standing vigil, a -1 penalty is added to her roll. When – or if – she succumbs to the poison, she will hallucinate. In the hallucination she will think herself fighting an aberration. It could be the one she slew, or another one, (DM chooses. Choose one race of aberration). A Willpower save DC 13 is required to overcome this apparition. When the “battle” is over she will awaken to get washed, fed, and rest, and then recount her tale. If the shifter wins her “spirit battle”, one lock of hair will be left unwashed . This lock will be formed into a braid by the druid during a small unassuming ceremony, where the shifter will thank the Ancestors and the Powers/Gods/etc. of Nature for the blessing that has been bestowed on her. Appearance: This lock has a dull black colour and a rubbery feel. It is an intricate 5-thread braid with three green wooden rings: one at the top, and two at the bottom separated by 5 inches. The rings are inscribed with silver runes, one on each. Placement: Right bang. Significance: It is actually desired to succumb to the concoction, since the shifter – if she makes her willpower save and wins the battle – will now have a +1 on all attack rolls and +2 to all willpower saving throws against this particular race of aberration. Important!: The shifter will only get this braid, and thus the blessing, if she wins the hallucinatory battle. Thus she will not get neither braid nor blessing if she makes her fortitude save or fails her will save! And she only gets this one chance. The ritual can only be attempted once! The shifter is now acknowledged as a Fang of Nature, (in whatever form this particular enclave of shifters worships her/him/it), a special blessed warrior, chosen by Nature and the Ancestors to battle aberrations and unnatural creatures. Shifters with this braid often become protectors of their community, or go on to become aberration slayers and hunters. They command great respect, and are treated like a kind of aristocracy by all shifters. Name: Braid of Clan X Occasion: Is given upon birth, or in case of adoption or marriage into a clan. Ritual: A shifter can only change clan by marriage or adoption, and in that case the old braid will be cut off, and a new one braided by the most prominent Elder of the clan. This usually happens during some kind of party celebrating the reason the shifter is accepted, like birth, marriage or adoption. (Duh.) Appearance: Differs from clan to clan. Placement: To the left of the back of the head. Significance: Identifies the clan of the shifter. Name: Craftmans Braid Occasion: Is given to a shifter when he attains Master status in his chosen trade. Ritual: His mentor makes the braid with a trophy of some kind, to signify the trade in question, and the braid is then blessed by a druid. Appearance: A thin dreadlock tied all the way down with black leather string. A trophy of some kind dangles from the bottom. A splinter of expensive wood for a carpenter, a sliver of metal for a smith, etc. Placement: Top right side of head. Significance: Identifies the shifter as a master of his trade, and the trade he is in. Gives a +2 to his chosen Craft skill. Name: Braid of the Spirit Y Occasion: If a shifter is chosen by a totem spirit, the druids will grant him this braid as a means to call forth the totems blessing. Ritual: Appearance: Placement: Significance: Name: Green Braid Occasion: Is given to an apprenticed druid when she enters the ranks of the full fledged druids. Ritual: Appearance: Placement: Above and behind left ear. Significance: This braid marks the shifter as a druid. Name: Ancestors Braid Occasion: Upon reaching the venerable age of 65 years, all shifters are evaluated by the Elders, who then consult with the druids to decide whether or not to allow the shifter to attempt the ritual. Usually the shifter is asked to recount tales from his youth to prove his wits and wisdom to the counsel. If he is deemed worthy, he is allowed to try to complete the ritual of The Ancestors Counsel. Ritual: This is a public ritual, and is often announced in good time before it is held, to allow as many shifters of the community as possible to return, and attend. At least one other Elder, and one druid must be present at the ritual. On the day of the ritual, the shifter must fast from morning until midnight. He will then be given a drink of blood from a living animal. This animal is often chosen after the shifters totem, or the totem of the community if there is one, and is blessed by a druid. The shifter will then start to chant and the druids that are present will form a chorus in the background, helping him reach the Ancestors spirits and calling them forth. The shifter calls on each of his ancestors by name and wills them forth from the darkness. The Elders then each in turn calls on the spirit of one ancestor, who will riddle the would-be Elder. It is generally accepted that the riddles asked comes from the spirits of the Ancestors, and that the Ancestor called upon by the applicant helps her answer. When all riddles have been answered, the Elders confer until an agreement is reached. They then either turn the applicant away, or welcome her into their group. If she is accepted, the druid then makes the braid of the Ancestors Voice. Appearance: A common 3-thread braid with three dull grey steel rings placed evenly along the braid. The tail-feather from a white owl is stuck through the middle ring. Placement: Centre and topmost of the head. Significance: This braid marks the shifter as an Elder. That she is one to seek out for advice and counsel, if a druid is not present. It signifies that the shifter in question speaks with the wisdom of the Ancestors. Name: Moon Braid Occasion: Ritual: Appearance: An intricate 6-thread braid. The braid is wound at the bottom with silver thread and a round coin inlaid with Mother of Pearl, keeps the braid locked. Placement: Left bang. Significance: This braid marks the shifter as a Moonspeaker. Name: (Gatekeeper?) Occasion: Ritual: Appearance: Placement: Left bang. Significance: This braid marks the shifter as a Gatekeeper. Name: Oalians Braid Occasion: Ritual: Appearance: A thick 5-thread braid with a green leather string braided into it. This string also binds the braid on top and bottom. Each day the Warden finds a leaf or flower, or some other flora to stick into the braid. Placement: Left bang. Significance: This braid marks the shifter as a Warden of the Woods. The braid bestows a blessing from Oalian on the shifter, who gains a +2 bonus on Knowledge (nature). Name: Speakers Braid Occasion: Ritual: Appearance: A slim 4-thread braid with one loop on right side, and two blue leather rings at the bottom. The loop is decorated with three white glass beads. Placement: Below and behind left ear. Significance: This braid marks the shifter as a Loreguard. Name: Lifegivers Braid Occasion: First given during first pregnancy – or during first pregnancy of mate, (also given to the father of the cub). Ritual: When the first signs of pregnancy shows, and the druid/midwife/Elders ascertains that a cub is on its way, the Elders will give both mother and father the Lifegivers Braid. During the pregnancy a thin white leather thread is tied to the braid. When the cub is born, the thread is removed and a thin red wooden ring is added in its place. One can tell how many cubs a shifter has born, by counting the rings on the Lifegivers Braid. If the cub is stillborn, or for some other reason not accepted into the shifter community upon birth, the red ring will not be added. Appearance: A thick dreadlock, with a white leather thread for pregnancy, and a red wooden ring for each cub born to the shifters. Placement: Right temple. Significance:A shifter with the white thread on her Lifegiver Braid never has to go hungry or cold. Any shifter who sees the thread is obliged to fulfil any immediate needs she might have, or – if her unborn cub is somehow in danger – help her as much as possible. The red rings add to the shifters status within her community, and a shifter with three rings or more is greatly respected. This braid was added by the Elders during the Purge of the Silver Flame in order to further the chances of the survival of the shifter race. Name: Healers Braid Occasion: Given to any shifter with a gift for healing. Ritual: Appearance: Placement: Significance: This braid marks the shifter as a healer, and with it comes great responsibility and often also much work. Any shifter can call on the healer to help her is she needs medical attention or advice, and the healer is obliged to help her without payment. A healer is always welcome in any clan, no matter what feuds or enmities might exist, and a healer will never go hungry or lack for shelter if any shifters are nearby. This braid grants a +2 bonus to the Healing skill, and a +1 to knowledge (medicine). Name: Sanwen Braid Occasion: Is given as reward to the shifter who wins the yearly X competition. Ritual: Appearance: A completely round braid made up by 10 threads, held together at the bottom by a brass cap. Into the braid, a large feather from a predatory bird will be woven. Usually a dire eagle or dire hawk. Near the Aundair border, feathers from dragonhawks are used. Placement: Significance: For a year the wearer of the Sanwen Braid is the hero of the community, with the right to choose first from loot, food, or any other items recovered by the community. In turn he must act as the protector and war-chief of the community. The braid is named after a legendary war hero of the shifters: Sanwen, who stood one man against an army of Aundairish troopers. He successfully held off the marauders, and protected his village for a whole week, until reinforcements arrived. In the last battle he was killed by a stab in the back, and his body was carried off by the enemy, but he is still honoured in the games of X, and the tradition of this braid. Footnotes:
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| #5tallric_kruushMay 25, 2007 20:50:46 | Have you read The Dragon Below series? If not, they're a must read. These books are set in the Eldeen, the Shadow Marches, and Droaam (with only a smidge of Sharn thrown in). I think they'd give you some really good ideas for the feel of these places. Also, you mentioned classes. Two jumped to mind. If you have Unearthed Arcana, you're familiar with the Wilderness Rogue . If not, I've linked the Hypertext d20 SRD. http://www.d20srd.org/srd/variant/classes/variantCharacterClasses.htm#rogueVariantWildernessRogue The second class that came to mind is the Gleaner. It's an NPC class created by Keith Baker. I think it fits very well in the Eldeen. Not every village can have feasibly have a Druid, right? It's linked below. http://www.giantitp.com/articles/gk7uKJeF296jRcx1NJw.html I've written up a good number of locales and NPCs for an Eldeen campaign. Background info follows... I'm playing a Shifter Druid right now from one such thorp in the Eldeen. It's called "Greengate", and it's built (shockingly enough) near a mysterious ring of stones in the ground resembling a gate. The stones are long overgrown and seemingly sinking into the turf, and thus the "Green-gate" name. Perhaps predictably, the "gate" is a Gatekeeper creation of unknown purpose. (Even I haven't decided what it did/does yet. ) In general, the people of the thorp are ignorant as to it's Gatekeeper origin. No doubt, it will eventually bring trouble, if I'm ever given the opportunity to use the settlement in a game I DM. |
| #6arithianMay 25, 2007 21:55:17 | Arithian, there's a lot of good stuff in your post, but it's quite long. Would you mind editing it and putting your list in a drop-down box? It would make reading the posts to come much easier. Thanks for the compliment, of course it was Missekat that did all the work...well almost all of it. ![]() In regards to the drop-down box...sure thing, but I have no idea how to do it. If you can PM me and tell me how I would be more than happy too. |
| #7tallric_kruushMay 26, 2007 11:36:11 | Thanks for the compliment, of course it was Missekat that did all the work...well almost all of it. I'm going to give this a try. I gotta be careful of recommending processes I only half remember. ;) If it works, I'll explain the process inside a "spoiler" box. If it doesn't, I'll be editing this post until I figure it out! Show Excellent. I remembered correctly. Okay. Here's how it works. Type sblock...text to be blocked...sblock. It will look like this, using "sblock" in lieu of "Eberron". [Eberron] .... [/Eberron]. Everything in between is hidden in your new spoiler box. It saves a lot of space. |
| #8tallric_kruushMay 26, 2007 18:39:06 | I wish I could help you, Arithian, with that "spoiler" label problem. Especially since I played a part in creating it. I can't really recall if I've ever seen a dropdown with a different label. Maybe someone more knowledgeable in the arts of "boards-craft" will come along and help. |
| #9Ryuu_TenshiMay 26, 2007 23:44:48 | You mean like this? Right? |
| #10arithianMay 27, 2007 0:11:30 | Thanks Tallric & Ryuu for your help.:D |
| #11tallric_kruushMay 27, 2007 11:14:38 |
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| #12yadotMay 27, 2007 13:37:02 | Just for your infomation when you tell new members this, one can use the noparse tags to get rid of the extra spaces. [noparse] Title Like so. |
| #13zombiegleemaxJun 11, 2007 9:32:08 | I've noticed this trend too. But I'll say that there's two culprits. A lot of the 1001 threads fall flat on their face. Last two I noticed involved thefts and the Eldeen Reaches. But the original posters just up and disappear. You're not even sure your great ideas or help are going to the right person. I didnt mean to dissapere, I'm still around:D Unfortunately I didnt get as much info as would have liked, (I think this Thread would have been a great tool and useful to more people than just myself) but the stuff I did get was great. Thanks to all who contributed. If anyone wants to add more, please do. As far as I know I am not going anywhere. |
| #14arithianJun 29, 2007 12:15:35 | These are cool. I will try and post some more soon. I am going to use some of them for my game today.:D |
| #15arithianJun 30, 2007 3:09:10 | All Druids of Eberron are referred to as Earth Mother, or Earth Father, followed by a descriptor of their Sect. This is the proper and traditional way to address a Druid of any sect. I.E. If a Ranger or Barbarian of the Gatekeeper Sect were to come across a Female Ashbound Druid within their territory, the dialog would proceed thus. "Earth Mother, Daughter of the Ash. What business do you have in this part of the wood? It is under the protection me and mine, our Earth Mother and we stand at the Gate and we Keep it." |
| #16subtle_knife_02Jun 30, 2007 10:09:34 | I've been working on an epic adventure that starts in the Eldeen Reaches, and as such developed a small community called Highbarrow, where the PCs are meant to begin. Highbarrow HIGHBARROW Highbarrow is a small community with a decidedly mixed population, largely composed of individuals who are expatriate from other countries and have “retired” here for a variety of reasons. Highbarrow is located 75 miles due North of Greenhaven, and is part of a chain of similar communities that lie on a rough and meandering road called the Wanderer’s Path between Greenheart and Merylsward. Highbarrow has a population verging on 400 people (up to 500 with seasonal transients), but many of the people are spread widely over farms that stretch through the woodlands of the Eldeen Reaches over miles. Approximately one-third of the inhabitants are human, one-third shifters, and a broad variety of other races (including all major races). The town itself is very old, but has more than doubled in size over the past century; many individuals and families moved here to start new lives as the Last War persisted. In general, it is a calm, sleepy town, with little occurring on the surface; law is enforced as needed, and mostly entails minor land and property disputes. With a central spiritual core of druids, the town is built in harmony with nature; the main body of the town is surrounded by a wooden palisade wall, grown and augmented by the coven of druids who originally inhabited this area. The land rolls naturally with numerous large hills; many homes and buildings have been built into hillsides and largely exist underground. Entry into town from the road to the south and north requires passage over a heavy stone bridge built over a deep culvert with a fast, roiling river; this river wraps around the western aspect of the town. On all sides lie primordial forest for many miles, broken occasionally by cleared farmland separated by high walls of rough stone. Common crops include hardy grains, potatoes and other root vegetables, pipeweed (noted to be particularly fine), beans, and various squash; rare fruit orchards can be found, and one vineyard. |
| #17arithianJul 01, 2007 23:58:54 | Any other ideas out there for this thread? I used the one about the Ashbound hanging their dead from trees in my game session this past weekend. It was a big success. I have also started to hint at the Shifter Braid pieces, but no bites just yet. Anyone else have any cool ideas to add to this Thread? |
| #18okaynowaJul 03, 2007 9:13:07 | My PCs recently had an audience with Oalian. I figured a community that had formed around a millenia-old awakened tree should be pretty unique, so I made a point of describing Greenheart as they approached it. As it happens, the party was approaching Greenheart by air at a decent altitude (long story), so they were able to appreciate the total effect: Greenheart, a gathering point for several druidic traditions, is composed of a series of groves. These groves are concentric and overlapping circles, arranged mostly west-to-east and connected by arcs and lines of gardens and lanes. At night, the groves and lanes are lit by cold faerie fires of green and blue. So, approaching Greenheart by air in the middle of the night, the characters see the horizon-spanning black sea of the Eldeen canopy interrupted by a glowing "crop circle formation" over two miles long. Their guide points out the biggest circle and says, "That's Oalian's grove." He then points to a smaller crescent a half mile away, "And that's where we'll be landing." To ease the party into a conversation with a tree, I established that Oalian's grove had a three-sanctum sort of set up. At the outer sanctum, the party was greeted and escorted by a half-elven druid. At the inner sanctum, a centaur took over. To conduct them to the holiest-of-holies? An awakened badger-- all Wind in the Willows and officious. By the time the Great Pine started talking to them, the party was properly prepared to be polite in the face of great strangeness. |
| #19missekatJul 03, 2007 9:32:08 | Hi, I'm the one Aritihian quoted on the Shifter Braids, (wow.. didn't think anyone really read that post :D Thanks!). I have more examples on braids an the rituals and meanings stored on my old pc somewhere. If you want more, then just pm me. I'll try to get the old cripple up and running again, and find the stuff. I use it in my own campaign, where we have 2 shifters, and both of them get a massive kick out of any new braids they can get their hands on. ("Braids, collect the whole set!"). As for inspiration for the Eldeen Reaches.. IMC I try to give it the feel of a proud, and selfsufficient, new country. The big baddie - Aundair - still tries to take back the place, and so it's still fighting the war. Teeming with "terrorists" and freedomfighters.. and of course the people who just wants to be left alone. Quite easy to take relevant news from real papers and turn it into event in the game. I hope this wont upset anyone, but you migt use Afghanistan, Irak, the IRA, the Black Panthers, etc. as models. Use the conflict as an excuse to give your players interesting new perspectives on real life conflicts. Hidden bases on both sides using torture, governments lying to the public, etc. And how objective ARE the media I know that might be a little heavy, but still.. it's great inspiration for both background events, and for scenarios in themselves. And I hope this post doesn't offend anyone *takes cover* |
| #20arithianJul 03, 2007 9:54:52 | My PCs recently had an audience with Oalian. I figured a community that had formed around a millenia-old awakened tree should be pretty unique, so I made a point of describing Greenheart as they approached it. As it happens, the party was approaching Greenheart by air at a decent altitude (long story), so they were able to appreciate the total effect: That is so HOT!!!! I wanna do the Eldeen Reaches part of my campaign all over again. ARGGGG!!!!!!!:hoppingma Why couldnt you post this a week ago.![]() Is there anyway possible that I can add this to my campaign. Any suggestions on how I could add this in would be great.:D The only caveat is that one of my PC's is a Gatekeeper Druid that did most of her growing up in the Reaches specifically in Greenheart. (So how do you all of a sudden change everything?)Did I say I REALLY liked the above description.:D |
| #21okaynowaJul 03, 2007 12:59:44 | Why couldnt you post this a week ago. Sorry-- the game only took place about a week ago. ![]() Is there anyway possible that I can add this to my campaign. Any suggestions on how I could add this in would be great. I would:
The only caveat is that one of my PC's is a Gatekeeper Druid that did most of her growing up in the Reaches specifically in Greenheart. (So how do you all of a sudden change everything?) Well, you and the player can ret-con the situation, and just agree that Greenheart was always like that. Or you can use the crop-circle-city idea for another town on the map. Or you can base an adventure on the idea that overnight, Oalian and company have suddenly converted the old Greenheart into this new thing-- the adventurers must learn why! Aside from being a convenient way to arrange event locations, it just tickles me to no end to take a real world phenomenon associated with aliens, and in Eberron convert it to something explicitly terrestrial, even rural in origin and motivation. It certainly confirmed for the players that they were not in Sharn anymore. |
| #22arithianJul 03, 2007 14:58:47 | Hi, I'm the one Aritihian quoted on the Shifter Braids, (wow.. didn't think anyone really read that post :D Thanks!). Hey! Why please post them here. I will PM you for them as well. Thx!:D |
| #23adrez_nesnsidOct 09, 2007 19:02:39 | ![]() |
| #24lunarwolfprimeMar 30, 2008 19:41:09 | I love shifters, I love the Eldeen Reach, and I love the Braids. HHHHHHHHoooooowwwwwwllllllll!!!!!!!!!! |
| #25DargurdJun 01, 2008 9:33:05 | I am in the process of starting up a new campaign, a good portion of it will take place in the Eldeen Reaches with some possible excursions to the Shadow Marches. Did you ever get this started up and if so did you post any of your stuff anywhere as id like to read it for inspiration re my own Eldeen Reaches start up campaign. kind regards... |
| #26elrodianJun 01, 2008 10:54:57 | I Have a person you can use. Lady Aven Darkwood Aven lived in Fairhaven for most of her childhood in the court of Fairhold. Her parents died when she was 10 and they left her ever thing. She started to go to Rordan’s Gate alot. She soon learned how to be a druid. When she became 20 she sold all her estates and move to The Eldeen Reaches. She soon build a manor in the haert of a samll forest. There she studys know plants and animels. But some people say that she is real try to create a know plant that will help her talk over Aundair. |
| #27missekatJun 02, 2008 0:22:09 | In that case I'll try to find the file ![]() |