| Post/Author/DateTime | Post |
|---|---|
| #1TimmehAug 17, 2010 23:32:59 | Oh, I guess I said everything in the title... |
| #2weenog42Aug 17, 2010 23:50:46 | Can't go wrong with Sharn. |
| #3DargurdAug 18, 2010 0:53:57 | Can't go wrong with Sharn. Agreed - for a city campaign that truly embraces everything that Eberron represents Sharn is the place. Alteranatively - for good old fashioned wilderness adventures The Eldeen Reaches is the place to be seen (or not if your prefer stealth !). |
| #4GiloAug 18, 2010 4:52:07 | The Vast in Argonnessen: for some shock factor from experienced players in a new campaign (then go back to Sharn) ;) |
| #5AvonRekaesAug 18, 2010 11:32:15 | The Vast in Argonnessen: for some shock factor from experienced players in a new campaign (then go back to Sharn) ;) That gave me a crazy idea of pretending to run a Dark Sun campaign, and then you find out "The Dragon" is really just one dragon in The Vast, and the valley region is just a super-secluded desert on Argonessen. That'll really throw your players for a loop! :P (And depending on how big fans of Dark Sun they are, might get you thrown out a window.) |
| #6GiloAug 18, 2010 16:08:33 | The Vast in Argonnessen: for some shock factor from experienced players in a new campaign (then go back to Sharn) ;) You could consider Dark Sun as Eberron's future (the next age): An apocalypse brought by the industrial magic revolution. The PCs can start with a Dark Sun adventure then travel back in time to stop House Cannith (I could see a planet of the apes statue of liberty kind of scene with a warforged half buried in the sand). |
| #7fey_felineAug 18, 2010 22:20:09 | I have to say either the Glitterdust in Sharn, Stormreach, or anywhere in Droaam. |
| #8Style75Aug 19, 2010 4:20:31 | The Vast in Argonnessen: for some shock factor from experienced players in a new campaign (then go back to Sharn) ;) I love this idea, but I see one huge problem. Your players will show up at the table with Dark Sun character builds. Unless you can explain how Thri-Kreen and Muls exist in Eberron, that could be a problem. |
| #9Madfox11Aug 19, 2010 7:46:33 | Thri-keens already exist in Eberron. They had an empire for a short time in Xen'drik. There are references to them in Stormreach if I remember correctly. My favorite is Sharn, but it depends a bit on the type of game I am going to run. For example, a game about the Last War might actually start in Throneport, and Thaliost seems also like a fun place, especially if you want to do something with the conflict in the Silver Flame. As for wilderness campaigns, I probably would pick the Shadow Marches, but that is because right now I have some fun ideas for a Gatekeeper campaign ;) |
| #10Nibelung_ajrAug 19, 2010 9:44:33 | Can't go wrong with Sharn. Connections to Xen'drik, a lightning rail that links all important places of western Khorvaire, and very near to Droaam. But usually i prefer to start my campaigns around a organization, than a place. My last campaign was around the Royal Eyes of Aundair, so the history developed around Fairhaven. I'm currently DMing to a Twelve group, so they dont have a true HQ, but they first mission was to beat some punks of House Tarkanan in Sharn. Just think about one organization that could be central on your campaign as a good ally or rival (not the main enemy), and build the area around them. |
| #11night_falcon_02Aug 20, 2010 18:34:36 |
Our ongoing campaign started in Zilargo, which is a fun place to start, lots of potential. Since then we have made a home in Droaam, as we too love Droaam. |
| #12naturaxAug 22, 2010 20:42:49 | Shanghaied by sky pirates. |
| #13PJammaGodAug 23, 2010 7:52:07 | Can never go wrong with Sharn, so much potential, so much rain and nightclub... |
| #14joni-sanAug 23, 2010 20:17:48 | The Vast in Argonnessen: for some shock factor from experienced players in a new campaign (then go back to Sharn) ;) ![]() Problems, players? |
| #15toomanycustomersAug 24, 2010 14:25:54 | I suggest Atur, the City of Night. It's a change of pace to start them out in a place where undead bodyguards are treated as a run of the mill occurence.. |
| #16Mercury_the_PolishedAug 27, 2010 10:58:06 | The Principalities. "Alright, so you're pirates." |
| #17rothbardrobSep 01, 2010 5:45:54 | I'm a fan of Karrnath. The most attractive element of Eberron to me is that it strikes that perfect balance of known and unknown that so many sci-fi and fantasy books/movies/games/etc. fail so utterly to manage. That's why I like Karrnath rather than say, Sharn or Argonnessen. Sharn is so frequented that it's well-worn territory, whereas Argonnessen is relatively open just about any interpretation. Karrnath, the least stable of the remaining Four Nations, is a great place for a campaign. You have the variety of organizations to work with, ranging from House Deneith, the Emerald Claw, any of the various Knightly Orders (my favorite is the Conquering Fist, because it is specifically intented to replace the Emerald Claw. One can only imagine this would really peeve the EC). And those are just a few of the players. Plus, the fact that Karrnath is a great nation yet now eerily isolated from its human compatriots really hammers home that sort of environment that I love in a campaign. Karrnath has a blanket of darkness decending over it, with the pressures of over a 100 years of punishment combining to make any speck of light, no matter how dim, seem miraculous. For politically-minded DMs and player groups (Eberron is perfect for this) Karrnath is also prime, because of its historical prominance, diminished but still impressive power, boundless potential resources, and varied organizations vying for power (anything from the Blood of Vol, to a rily anti-traditional heir to House Deneith, any of the regional warlords, the real Kaius III, etc.). Plus, as a DM, Karrnath's proximity to most everything, yet severed rail and road links to the more developed west, allow for more plausible changes to occur than in, say, Thrane, where two neighboring powers would readily check any huge growth in power or fill a collapsing power roll. Just my 25 cents. That's inflation for you. |
| #18aeryk08Sep 01, 2010 11:06:49 | Karrnath is where I placed my first Eberron campaign, but for different reasons. I was new to the setting and the empty shoreline in Northern Karrnath seemed like a good place to plop in my own city that was relatively remote from anything "official." There was danger of it being squashed out of existence as they added new cities to the map, but I was lucky and now that things seem to be settled into place, it still fits. What attracted me to the country was the martial law in effect, the use of undead and of course the Madstone and madborn. I started the campaign using an old B series module The Veiled Society which I always wanted to run. It had the shadow organizations and Houses that fit well with Eberron, after a little tweaking. Also city law required you to keep your weapons wrapped while inside the city, which seemed to fit in with the martial law aspect of Karrnath and things more "civilized." Also I had some fun with their patron, an elf undertaker, who would later become possessed and lead them off on a wild goose chase. This was going to continue with a Ravenloft campaign heading down the Iceflow River with the city of Ice (which pleasantly appeared in later sourcebooks, replacing the original Ravenloft city of Harmonia which was going to go over heavy revision) and later Skald (from Ravenloft) at the Icetop Mountains, complete with waterfall. |
| #19crazyblackmageSep 02, 2010 1:12:06 | The Demon Wastes of course. My players love me. (just kidding its Sharn as well ) |
| #20alkhorSep 02, 2010 6:31:05 | My campaign used Sharn as a starter, investigation & devling into the cogs. |
| #21PopesixtusSep 06, 2010 4:56:54 | Start where some of your PCs have potential backstories. I am a huge sucker for backstories. One or two dwarves? They start in some bodunk mining town in the Krona peaks under the thumb of the Aurum. One of them speaks goblin? They start as guards of a House envoy in Darguun. I love Eberron for its intimacy and "small world" feel, and maybe something like that gets the players involved right away. |
| #22blacksheepcannibalSep 23, 2010 17:13:36 | For that totally classic, exploration-based "nobody has been here before/in ages", you absolutely can't go wrong with a Xen'drik exploration campaign. |
| #23dark_necroOct 05, 2010 3:51:51 | The Demon Wastes of course. My players love me. This is actually where I started my most recent campaign and will continue to be the main stage throughout. I know it sounds sadistic but it just was way too sweet of an idea to pass up. I was reading about how rich the crystal deposits are in the demon wastes and about the few towns that actually exist there and decided to do a wild west/frontier style campaign. What could be cooler than finally bringing the civilization that Eberron is so famous for to these untamed lands. Also I get to include all the drama that the dragon marked houses bring to the setting by having them all secretly try to gain the upper hand in the market there. If that isn't enough I have my players sitting practically on top of the Lords of Dust so by epic tier you can be sure they'll be deciding the fate of the world as it possibly passes into a new age. So far my players really seem to be enjoying it even though we've only had two sessions. I got engaged and have been so busy ![]() |
| #24phoenixrevival00Oct 19, 2010 7:54:11 | I've started my players off in Starilaskur in Breland. Nice neutral location to start small, along a rail line, and full of blank slate potential. |
| #25LordofKhyberNov 09, 2010 13:23:41 | I like a good ol' flashback to the Last War or starting the PC's in some backwater pisshole like Q'Barra or Shadow Marches. |
| #26SPQRAnarchyNov 12, 2010 19:06:33 | I usually start a campaign with the players hangning over a jewel case or a volcanic river. Start with action . Get the going in mid encounter. Have a pre-rolled initiative set up and then just go! Qick description and your off. The rogue is hanging by as foot harness over the guards head about to knock him unconsious. The wizard and the fight each holding the rope at the upper level above slowly lowering him are intent and focused on their job while the lookout, the cleric, is frantically waving her hands at them. Finally the pair notices her gestures and the rope slips slightly causing the rogue to break focus and look up quickly taking in their glances and all four of you realize that the gig is up. A second guard has entered the room and comes up short gawking at the dangling rogue and the pair of heads above looking sheepish. Fighter your turn. |