Sharn is the largest city in Khorvaire. It has a population of over 200,000 from all over the continent, and is the major port to access the other continents like Xen'Drik, Argonessen or Sarlona. It sits atop an ancient ruined hobgoblin city. Due to its geography, there is nowhere for the city to expand but upwards; now it consists of extremely tall towers. Generally, the higher up you are, the richer you are. Most of the Dragonmarked Houses also have their headquarters or a major enclave here. Sharn's impossible architecture is possible because it is in a manifest zone, a place where the boundaries between worlds is thin. Sharn is close to the Elemental Plane of Air. This is why the richest district, Skyway, literally flies above the rest of the city. Sharn has a hot, wet climate. In the majority of the city, it is always overcast (due to the towers) and always raining.
Monday, 24 February 2020
Backgrounds
In addition to a race and a class, every character has a background - this is what you were doing before being an adventurer, or in between going on adventures. There's lots more options than just these; these are just the ones that I think will play into the campaign. Ask me if you're really keen to be a Hermit or an Outlander; generally, these are the more urban, working-class options.
Acolyte: You're part of the clergy, probably for the Sovereign Host.
Charlatan: You're a trickster and huckster in Sharn.
City Watch: You're a member of Sharn's notoriously corrupt City Watch.
Criminal: You're part of one of the criminal gangs in Sharn.
Entertainer: You're a performer or entertainer in Sharn. You might be an actor, musician, singer, or something else.
Folk Hero: You're famous for sticking up for your people during the Last War.
Gambler: You take part in illegal underworld gambling in Sharn.
Gladiator: You take part in the underworld pit fights in Sharn.
Guild Agent: You work for the Clifftop Adventurers' Guild in Sharn. Professionalism and competence are your by-words.
House Agent: You're a member of one of the Dragonmarked Houses, or you work for them. (Due to the disparate nature of the Houses, this might also be represented with a specific background, e.g. Guild Artisan for House Cannith, etc.)
Investigator: You're an inquisitive, or private investigator.
Mercenary Veteran: You were part of a mercenary company during the Last War.
Newspaper Journalist: You're trying to find the next big story for the Sharn Inquisitive, the Korranberg Chronicle, or another.
Refugee: You find yourself displaced as a result of the war, and are now living in Sharn. Ideal for Cyrans or even for Warforged.
Sage: You work for Morgrave University, the largest centre of education in Sharn.
Soldier: You enlisted and took part in fighting during the Last War.
Spy: You were a spy during the Last War.
Urban Bounty Hunter: You're an inquisitive, or private investigator, working in Sharn.
Urchin: You grew up on the streets of Sharn.
Dragonmarked Houses
There are twelve Dragonmarked Houses. They are extended families who are born with a hereditary magical birthmark/tattoo that gives them specialised magical power. Each house uses the power of their Dragonmark to ensure that they have a monopoly on a certain type of business. They are considered politically neutral and operate across national borders; this made them gain a lot of status during the Last War.
House Cannith
Race: Human
Dragonmark: The Mark of Mending
Business: Repair services; formerly arms dealing and warforged.
House Deneith
Race: Human
Dragonmark: The Mark of Sentinel
Business: Mercenaries and bodyguards
House Ghallandra
Race: Halfling
Dragonmark: The Mark of Hospitality
Business: Hospitality
House Jorasco
Race: Halfling
Dragonmark: The Mark of Healing
Business: The Healers' Guild
House Kundarak
Race: Dwarf
Dragonmark: The Mark of Warding
Business: Banking
House Lyrandar
Race: Half-Elf
Dragonmark: The Mark of Storm
Business:Weather manipulation, airships
House Medani
Race: Half-Elf
Dragonmark: The Mark of Detection
Business: Intelligence and counter-intelligence
Business: Intelligence and counter-intelligence
House Orien
Race: Human
Dragonmark: The Mark of Passage
Business: Land-based transportation, including the Lightning Rail.
House Phiarlan
Race: Elven
Dragonmark: The Mark of Shadow
Business: Officially, entertainment; unofficially, espionage.
House Sivis
Race: Gnome
Dragonmark: The Mark of Scribing
Business: Communication, translation
House Tharashk
Race: Half-Orcs
Dragonmark: The Mark of Finding
Business: Bounty hunters, inquisitives, prospectors
House Thuranni
Race: Elves
Dragonmark: The Mark of Shadow
Business: Entertainment, espionage, assassination
(Offshoot from House Phiarlan)
House Vadalis
Race: Human
Dragonmark: The Mark of Handling
Business: Animal breeding and training
Sunday, 23 February 2020
Faiths of Khorvaire
The Sovereign Host
The nine gods of the Sovereign Host are worshipped collectively. Their enemies are the Dark Six. They are worshipped for blessings in this life; they do not reward the faithful in the afterlife. They are:
- Arawai (Sovereign of Light and Love; fertility goddess)
- Aureon (Sovereign of Law and Lore; magic god)
- Balinor (Sovereign of Horn and Hunt; nature god)
- Boldrei (Sovereign of Hearth and Home; community goddess)
- Dol Arrah (Sovereign of Sun and Sacrifice; sun goddess)
- Dol Dorn (Sovereign of Strength and Steel; war god)
- Kol Korran (Sovereign of World and Wealth; trickster god)
- Olladra (Sovereign of Feast and Good Fortune; luck goddess)
- Onatar (Sovereign of Forge and Flame; forge god)
The Silver Flame
The Church of the Silver Flame is based in Thrane. It preaches that the faithful ought to live a noble life and fight evil wherever it is found. If they do, their souls will merge with the Silver Flame upon death, which is located in the largest cathedral in Thrane.
The Dark Six
This six evil gods splintered off from the Sovereign Host. They are sometimes worshipped by monsters, criminals or the insane. They are:
- The Devourer (the destructive side of nature)
- The Fury (passion driven to extremes)
- The Keeper (greed and gluttony, and the undead)
- The Mockery (dishonourable betrayal and unjust war)
- The Shadow (corruption, ambition and dark magic)
- The Traveller (chaos, change and transformation)
The Blood of Vol
The Blood of Vol believes that humans can become gods by unlocking the power within their blood. They are often misunderstood by other religions as worshipping the dead. Their beliefs are associated with the Emerald Claw, a fascist/terrorist paramilitary organisation from Karrnath.
The Undying Court
An elvish cult based on the worship of their unliving ancestors.
The Becoming God
Some warforged are seeking to build their own god. This faith is most common in the Mournlands, where the Becoming God is slowly being constructed.
Druidism
There are many different sects of druids. What they have in common is an attempt to live in harmony with nature and to shun the unnatural (different sects have different ideas about what is unnatural). Oalian, the ancient 'leader' of the druids, is a sentient oak tree in the Eldeen Reaches.
Nations of Eberron
The Five Nations
Aundair: This pastoral nation is famous for its academic institutions. Major races: Humans, half-elves, elves, gnomes. Minor races: halflings, shifters, changelings. Exports: Wine, cheese, grains, agriculture, books.
Breland: The most cosmopolitan and industrial nation. Sharn, the City of Spires, is the biggest city in the world and is where our game is set. Major races: Humans, gnomes, half-elves. Minor races: elves, dwarves, halflings, changelings, goblins, orcs. Exports: Weapons, armour, tools, processed ore, metalwork, manufactured goods, heavy industry.
Cyre / The Mournlands: Once the greatest crafters and the most beautiful nation in Khorvaire: now a mist-filled deathscape. Its population is dispersed throughout the other kingdoms, especially Breland. What happened on the Day of Mourning? And what does the warforged messiah/terrorist the Lord of Blades want there? Major races: None. Minor races: Warforged.
Karrnath: The most militant of the Five Nations; its depleted armies were supplemented by the living dead during the Last War. Major races: humans, dwarves, halflings. Minor races: half-elves, elves. Exports: Ale, dairy, glass, grain, livestock, lumber, paper, textiles.
Thrane: A theocracy dedicated to the Silver Flame, the abstract embodiment of goodness. Major races: humans, half-elves. Minor races: dwarves, elves, halflings. Exports: Fine crafts, wool, textiles, missionaries, fruit, livestock.
The Other Nations
Darguun: This goblinoid nation seeks to restore the ancient Dhakaani Empire. Major races: goblins, hobgoblins, bugbears. Minor races: kobolds, humans, gnomes. Exports: Mercenary services.
The Demon Wastes: A blackened wasteland, the last remnants of the ancient demonic empire that once covered Khorvaire. Major races: Humans, orcs, demons. Minor races: Half-orcs. Exports: None.
Droaam: The monsters that lived in the hinterlands of Breland united and seek political recognition. Major races: gnolls, orcs, goblins. Minor races: shifters, half-orcs, harpies, hill giants, humans, medusas, minotaurs, ogres, trolls. Exports: mercenary services, byeshk (magical metal).
The Eldeen Reaches: The primeval, fairy-haunted woodlands on the outskirts of Aundair. Abandoned by that nation during the Great War, its people declared independence. Major races: humans, half-elves, shifters. Minor races: gnomes, halflings, orcs, elves. Exports: Agriculture, animal husbandry.
The Lhazaar Principalities: A loose confederacy of pirate lords, sea barons and merchant princes controlling the eastern archipelago. Major races: humans, gnomes, half-elves, changelings. Minor races: Dwarves, elves, halflings. Exports: Ships, mercenaries, trade goods.
The Mror Holds: The warring Dwarven clans united to form the Mror Holds when they discovered ruins of an ancient Dwarven empire. They are trying to reclaim its ruins from extra-dimensional horrors. Major races: dwarves, humans, orcs. Minor races: gnomes. Exports: Banking, precious and non-precious metals.
Q'Barra: This recently settled frontier nation sees itself as the true successor to a united Galifar, but is plagued with constant fighting against the lizardmen of the swamp. Major races: Lizardmen, humans, kobolds. Minor races: Halflings, dwarves, half-elves, dragonborn. Exports: Eberron Dragonshards.
The Shadow Marches: A desolate moor, the site of an ancient battle between orc druids and extra-dimensional invaders. Major races: Orcs, humans, goblins. Minor races: Half-orcs. Exports: Eberron Dragonshards.
The Talenta Plains: Rugged grasslands, home to the tribal halflings and the dinosaurs that they live alongside. Major races: Halflings, humans. Minor races: Changelings, dwarves. Exports: Crafts, dinosaurs, native art, mercenaries.
Valenar: Mercenary horsemasters from the elvish kingdom of Aerenal betrayed their employers and formed their own nation. They are not interested in peace. Major races: Elves, humans, half-elves. Minor races: Halflings, hobgoblins. Exports: Horses, mercenaries.
Zilargo: This ancient Gnomish homeland survived due to diplomacy before being recognized as a nation after helping Breland in the Last War. Major races: gnomes, humans, dwarves. Minor races: kobolds. Exports: Alchemical goods, education, entertainment, maps, precious stones, ships.
Classes of Eberron
There are thirteen character classes in Eberron. Each class has its own strengths and weaknesses.
Artificer: Masters of unlocking magic in everyday objects, artificers are supreme inventors. Humans from all Five Nations are the most common artificers. Many Warforged also find themselves naturally gifted as artificers. Dwarves and gnomes also take to making magical items easily. Many of the wonders of the Dragonmarked Houses are the result of artificers: House Cannith in particular is known for its artificers.
Barbarian: A fierce warrior of primitive background who can enter into a rage. They are typically from the outskirts of civilisation: the orcs of the Shadow Marches; humans, half-elves and shjfters from the Eldeen Reaches; halflings from the Talenta Plains, bugbears from Darguun, and some of the monsters from Droaam. There are also wild Warforged barbarians in the Mournlands.
Bard: An inspiring musician whose power echoes the music of creation. No mere performers, they are most common among the secret-obsessed gnomes of Zilargo and the cultured humans of Aundair.
Cleric: A priestly champion who wields divine magic in service of a higher power. The most common religions are the Sovereign Host, nine benevolent gods who are more removed and distant than the gods of most D&D worlds, and the Silver Flame, which worships the abstract force of Goodness, which is the state religion of Thrane.
Druid: A priest of the Old Faith, wielding the powers of nature and adopting animal form. The Orcs of the Shadow Marches were the first druids, who guard against extradimensional invasion. Druids are also common in the frontier nation of the Eldeen Reaches, but they can be found anywhere nature is strong.
Fighter: A master of martial combat, skilled with a variety of weapons and armour. After the Last War, Fighters are common across all of Khorvaire, especially the Five Nations. Many ex-soldiers are now seeking new lives for themselves. Others might be members of chivalric orders like the Knights of Thrane, or be part of a city watch or mercantile private guard.
Monk: A master of martial arts, harnessing the power of the body in pursuit of physical and spiritual perfection. Most monks in Khorvaire are from monasteries that worship the Sovereign Host. The hobgoblins of Darguun have ninja monks, while the Church of the Silver Flame in Thrane has holy monks.
Paladin: A holy warrior bound to a sacred oath. They are most commonly associated with the Church of the Silver Flame in Thrane, but some also serve the Sovereign Host.
Psion: Psionic characters can use the power of their mind to influence the world and those around them. They are most commonly found in the distant continent of Sarlona, but refugees such as the Kalashtar often have psychic powers.
Ranger: A warrior who combats threats on the edges of civilization. They are often found in the frontiers, but many may have served as scouts in the Last War. They are most common in the Eldeen Reaches, where patrols of rangers punish poachers and protect the creatures that live there. They are also common in swampy, lizard-infested Q'Barra. The Halflings of the Talenta Plains are often rangers, working alongside the native dinosaurs, while the Elves of Valenar are legendary horsemen.
Rogue: A scoundrel who uses stealth and trickery to overcome obstacles and enemies. Rogues are found in every race and every nation - as criminals, spies, inquisitives, archaeologists, diplomats, or treasure-hunters.
Sorcerer: A spellcaster who draws on inherent magic from a gift or bloodline. Many sorcerers claim descent from cosmic dragons - Siberys, the Dragon Above who became the sky; Khyber, the Dragon Below who became the underworld; and Eberron, the Dragon Between who became the world. Sorcerers in Khorvaire are more mystical than in other worlds.
Warlock: A wielder of magic that is derived from a bargain with an extraplanar entity. There are many powerful and dangerous forces that seek to influence the world.The Daelkyr are extraplanar monsters who want to conquer Eberron. Some make deals with them; some Dwarves steal their power to use against them. There are also the fiendish Lords of Dust, who were imprisoned thousands of years ago, and the fairies of the Courts of Thelanis, among others.
Wizard: A scholarly magic-user capable of manipulating the structures of reality. Wizards are common throughout Khorvaire, wherever someone would seek to discover the deepest secrets of magic. They are particularly common in the Five Nations: Aundair, Breland, lost Cyre, Karrnath and Thrane, as well as among the gnomes of Zilargo.
Races of Eberron
Changelings are shapeshifters descended from dopplegangers. They have no culture of their own, and live among all the other nations. Favoured Class: Rogue.
Dragonborn are from a fallen kingdom in what is now Q'Barra. They migrated there from another continent to guard against the evil Lords of Dust, but were defeated. Favoured Class: Paladin.
Dwarves from the Mror Holds are trying to reclaim their homeland from the Lords of Madness - and some have taken to using the cthuloid weapons of the enemy against them. Favoured Class: Fighter.
Elves are immigrants who have assimilated into the Five Nations. The new nation of Valenar was created by Elvish mercenaries who still follow the old ways: they are warlike ancestor-worshipping horselords. Favoured Class: Ranger.
Gnomes of Zilargo are obsessed with intrigue and secrets. Favoured Class: Bard.
Goblinoids (bugbears, goblins, and hobgoblins) of the Dhakaani Empire ruled over Khorvaire for a thousand years before the coming of humans. During the Last War, the goblins founded a new nation, Darguun, and they seek to rebuild their lost civilisation. Favoured Class: Rogue (Bugbears and Goblins), Fighter (Hobgoblins).
Goliaths are half-giants from the southern continent of Xen'Drik. They dwell in scattered mountain enclaves. Favoured Class: Barbarian.
Half-Elves are more common than elves in Khorvaire, and dwell among the Five Nations. Favoured Class: Any.
Halflings from the Talenta Plains are nomads who have domesticated the local dinosaurs to serve them. There are also halflings spread throughout the Five Nations. Favoured Class: Rogue.
Humans are the dominant race of Khorvaire. The Kingdom of Galifar was human, as were the Five Nations that fought the Last War between them. Their kingdoms are Aundair, Breland, Cyre (now destroyed), Karrnath and Thrane. Favoured Class: Any.
Kalashtar in Khorvaire are travellers from the distant continent of Sarlona. They fled the Realm of Dreams long ago and merged with humans to escape their enemies, who are still after them. Favoured Class: Psion.
Orcs come from the Shadow Marches. They were taught the secrets of druidcraft, and formed the Gatekeepers, who keep the world safe from horrors from other worlds. Half-Orcs are common in the Shadow Marches, but uncommon in the Five Nations. Favoured Class: Druid (Orcs) or Barbarian (Half-Orcs).
Shifters are 'were-touched' - humans with lycanthrope ancestors. The largest population lives in the Eldeen Reaches. Favoured Class: Ranger.
Tieflings are refugees from distant Sarlona, scattered throughout the Five Nations. Their ancestors sold their souls to demons; some Tieflings view this power as their birthright, while others rebel against it. Favoured Class: Warlock.
Warforged are artificial soldiers created for the Last War. With the war over, freed from their creators, and the creation forges all shut down, they are unsure of the future of their race. Favoured Class: Fighter.
You can also be from any other D&D race! Other options: aarakocra (bird people), aasimar (angel people), centaurs (horse people), firbolg (forest giant people), genasi (elemental people), gith (weird space people), grung (frog people), kenku (raven people), kobolds (runty dragon people), lizardfolk (lizard people), locathah (fish people), loxodons (elephant people), minotaurs (bull people), simic hybrid (mad science amphibious people), tabaxi (cat people), tortles (turtle people), tritons (underwater people), vedalken (blue perfectionist people), verden (capitalist goblin people), yuan-ti pureblood (snake people).
Saturday, 22 February 2020
Welcome to Eberron!
The Last War has ended (sort of). The continent of Khorvaire has been at war for the last hundred years. The old kingdom of Galifar splintered into the Five Nations, which fought for the right to be dominant. Four years ago,the kingdom of Cyre was destroyed in a magical catastrophe of unknown origin, creating the Mournlands, and a ceasefire was called. Two years ago, the Treaty of Thronehold officially ended the war, recognizing twelve nations. But the Last War is still fresh in everyone's minds, and the new nations jockey for advantage as they prepare for war to break out once more.
A World of Magic. Techology has developed through magic rather than science. Airships and the lightning rail connect Khorvaire. Using rare items called Dragonshards, powerful magic devices can be created. The most infamous technology to come out of the Last War are the Warforged: sentient constructs of wood and metal. Now that the war has ended, they struggle to find their place in society.
Dragonmarked Houses. The twelve Dragonmarked Houses came to prominence during the war. They are megacorporations that operate across national borders, each with a monopoly on a valuable service or product. Members of each house have a Dragonmark: a magical naturally-occuring tattoo that gives them limited but powerful magical abilities.
A Land of Intrigue. In the wake of the Last War, everyone is jockeying for power in a continental cold war. Everyone, from the nations to the dragonmarked houses to crime gangs and churches, and even the dragons with their mysterious Prophecy, is trying to manipulate the world to come out on top. Trust no one - all morality is subjective, and you can meet good orcs or evil angels.
D&D With A Twist. Everything in D&D is in Eberron, but the details might be completely different. Eberron is inspired by pulp adventure and film noir instead of ancient mythology and medieval sagas, so many of the races and monsters have changed to fit this different world.
Some inspirations for Eberron were the films Brotherhood of the Wolf, Casablanca, From Hell, The Maltese Falcon, The Mummy, The Name of the Rose, Pirates of the Caribbean, Raiders of the Lost Ark, and Sleepy Hollow; and the works of Dashiell Hammett, H. P. Lovecraft, Raymond Chandler, Phillip K. Dick, Steven Brust, and William Gibson.
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