SeanDM's Leverage

Game Master Mur

Heroic-Level Eberron Campaign
Starting at 2nd lvl


<<<GENERAL GUIDLINES and "HOUSE" RULES>>>

  • Action Point: Your normal action point can be used as 4E intended (an extra action), or you may spend it to add +1d6 (per tier, +2d6 at paragon...) to any d20 die roll. All other action point rules apply: they are reset to ONE after an extended rest; you may only spend ONE per encounter; and you received another action after every milestone.
  • Initiative (fluid order): We'll roll initiative normally. But when players' turns come up I will highlight 1-3 players at a time. Player A's name may come before Player B in the initiative list, but either one is welcome to act in either order when they are both highlighted. So, if your name is highlighted, you can go. You don't need to wait for someone else (unless you want to).
  • Altering your Character: I have no problem if you would like to change out powers, feats, equipment,... If you're not happy with a power, or you aren't using it, let's change it between encounters! (Just give me a heads up before hand so I know.)
  • Noob Clause: This is a first time running this type of game... so if something comes up, let me know -- if things get mixed up (order of play, position of character/enemy, I meant to use this power...), we'll get it straighten out -- let's just have fun!
  • Online Sheets: Please keep an up-to-date character sheet online, or email me a full version of it.


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    SOME EBERRON SPECIFIC INFORMATION

    The 12 Realms:

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    Daanvi: "The Perfect Order" - similar to Arcadia, it is the lawful plane

    Dal Quor: "The Region of Dreams" - home of the quori

    Dolurrh: "The Realm of the Dead"/"The Shadowfell" - plane where mortal souls go after death; source of shadow powers

    Fernia: "The Sea of Fire" - (mildly evil), plane of fire (home to many demons and devils)

    Irian: "The Eternal Day" - (mildly good), plane of radiant energy (home to many angles and archons)

    Kythri: "The Churning Chaos" - plane of Chaos

    Lamannia: "The Twilight Forrest" - plane of nature and primal powers

    Mabar: "The Endless Night" - plane of negative energy (home to some demons, devils, and shadow creatures)

    Risia: "The Plain of Ice" - (mildly evil) plane of cold

    Shavarath: "The Battleground" - a plane of constant war between angles, archons, devils, demons, elementals... all the forces of the cosmos

    Syrania: "The Azure Sky" - (strong good) plane of positve energy and the plane of air (home to many angles and archons)

    Thelanis: "The Faerie Court"/"The Feywild" - plane of nature and arcane powers (home of all things fey and faerie)

    Xoriat: "The Realm of Maddness" - an alien plane (think of the strange outsiders of Cthulhu Mythology), cut off from all others...

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    The universe of Eberron is divided into 3 "sections":
    Siberys ("The Dragon Above" or "The Astral Sea") the celestial heavens, the planet's rings and 12 moons, and the stars in the sky.
    Is associated with/connected to the following realms: Daanvi, Irian, Syrania, Lamannia, Mabar, and Shavarath

    Eberron ("The Dragon Between" or "The Mortal Realm") the earthly realm and all its flora and fauna.
    Is associated with the following realms: Dolurrh, Thelanis, and Dal Quor.

    Khyber ("The Dragon Below" or "The Elemental Chaos") the underdark.
    Is associated/connected to the following realms: Fernia, Risia, and Kythri.

    *Technically, Eberron can be connected to any of the realms listed above, it is just more strongly connected to those it is associated with.

    *Also note that Xoriat shares no association with any of the three great dragons. Xoriat is closed off from all other realms (an act of the great druids to prevent its alien evil from destroying Eberron).
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    Major Kingdoms and Cities:

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    The original grand kingdom of the Humans, the Galifar Kingdom was split into 5 Nations that battled during the last war:
    Aundair (Scholarly/Aggricultural)

    Breland (Cosmopolitan)

    Karrnath (Militaristic) - Home to a lot of magic and undead (both of which are used throughout everyday life)

    Thrane (Theocratic)- Birthplace of The Church of the Silver Flame

    Mournland (Formerly Cyre, but now an uninhabited haunted zone.)

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    Korth - the capitol of Karrnath, large city home to The Twelve (a premiere arcane institute)
    Rekkenmark - the military training center of Karrnath
    Vedykar - a good sized city in southern Karrnath

    Sharn - "The City of Towers", easily the largest city on the continent of Khovaire, over twice the population of the large city of Korth.
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    Major Religions of Eberron:

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    The Sovereign Host: The most common religion. The pantheon contains 9 deities of different domains (see below). Similar to any polytheistic ancient religion (Roman, Greek, Egyptian...). Most of the continent of Khorvaire worships the Host.

    The Dark Six: The counter-pantheon to the Sovereign Host. ("The Evil Gods") Most worshippers of the Sovereign Host also offer prayers to the Dark Six (mostly as a means of appeasing them and preventing evil).

    The Silver Flame: Similar to the Hollywood-History version of Crusader-era Roman-Catholic Church, known for its exorcism of demons and the inquisition/purification of lycanthropes. Members worship the force of good (known as the Silver Flame) rather than a deity. Founded and concentrated in the Kingdom of Thrane (the church also runs the Thranish Government).

    The Blood of Vol: Generally called a cult, it is a common church in Karrnath where it was founded. Members believe that undeath is the key to salvation. It is a mutation of the ideals of the Elven Undying Court (see below); Lady Vol is the name of their deity.

    The Path of Light: This is Sarlonia religion (Sarlona is a continent to the East). Most Kalashtar (a psionic race) follow this religion. It is similar to Buddhism or Taoism, with a set of teachings and meditations, rather than a diety.

    Ancestral Worship
    - Halflings: Worship nature spirits and the spirits of their ancestors. They are very tribal (similar to many Native American groups).
    - Elves: Pure Elves and Eladrin actually raise their elders into "deathless" (not "undead"; "deathless" uses positive energy, "undead" uses negative). These deathless elders then advise and rule the spiritual side of the elves, it's known as the The Undying Court. An elven offshoot, the Valanar, do not raise their elders, but they still venerate them. The spiritual leaders record great events and important signs, they're known as The Keepers of the Past.

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    The Sovereign Host and Dark Six:
    Arawai – Primal Good deity of Fertility, Plant Life, Weather, Druids, Shamans, and Wardens (Ask Her for health and abundance)
    Aureon – Arcane Unaligned deity of Knowledge, Magic, Psionics, Wizards, Bards, and Warlocks (Ask Him for help with research or rituals)
    Balinor – Primal Unaligned deity of Hunting, Nature, Rangers, Seekers, and Barbarians (Ask Him for a good hunt or retribution!)
    Boldrei – Lawful Good deity of Community, Family, Protection, Warlords and Paladins (Ask Her for a safe and happy home)
    Dol Arrah – Lawful Good deity of Law, Self-Sacrifice, Honorable Combat, the Sun, Fighters and Paladins (Invoke Her in court and duels)
    Dol Dorn – Martial Good deity of Chaos, Strength, War, Competition, Fighters and Barbarians (Invoke Him in the chaos of battle)
    Kol Korran - Unaligned deity of Trade, Commerce, and Rogues (Ask Him for profitable trades)
    Olladra - Good deity of Luck, Plenty, Bards, Rogues, and Sorcerers (Ask Her for good luck or offer thanks for a good meal or good health)
    Onatar – Arcane Good deity of Artifice, Enchantments, Fire, Wizards and Artificers (Invoke Him prior to any arcane process)

    The Devourer - Evil deity of the destructive power of nature (Make offers to Him for mild weather)
    The Fury - Evil deity of passions driven to madness (Make offers to Her to safeguard your heart and soul)
    The Keeper - Evil deity of Death and Decay (Make offers to Him to protect the dead in Dolurrh)
    The Mockery - Evil deity of Treachery (Make offers to Him to maintain honor)
    The Shadow - Chaotic Evil deity of Magic and the corruption of Nature (Make offers to Him to protect yourself)
    The Traveler - Unaligned deity of Cunning, Deception, and Roaming (Use His name in journeys, gambles, and deals)

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    Dragonmarks and their Houses:

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    Name of the House (the primary race you will find with this mark) the name of the mark: and a brief desription of the House's business
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    House Cannith (humans) Mark of Making: magecrafters and artificers (create and manage "technology" - they built the warforged race, the lightning rail, and most everyday magical items).

    House Deneith (humans) Mark of Sentinel: well trained mercenaries and bodyguards

    House Ghallanda (halflings) Mark of Hospitality: food, shelter, and inn-services; a ghallandan inn may cost more, but it is worth it in quality of food and stay.

    House Jorasco (halflings) Mark of Healing: healing, herbalism, and restorative alchemy

    House Kundarak (dwarves) Mark of Warding: bankers and security

    House Lyrandar (half-elves) Mark of Storm: travel and weather (they opperate many air and sea ships)

    House Medani (half-elves) Mark of Detection: precog warnings and bodyguards

    House Orien (humans) Mark of Passage: transportation and teleportation (they opperate the many portals that link the land)

    House Phiarlan (elves) Mark of Shadow: entertainment, illusion, and some divination

    House Sivis (gnomes) Mark of Scribing: bureaucrats, notaries, speakers, and translators

    House Tharashk (half-orcs) Mark of Finding: hunters of men, beast, or objects.

    House Thuranni (elves) Mark of Shadow (once a part of House Phiarlan): entertainment, illusion, artistry, and some shadow powers

    House Vadalis (humans) Mark of Handling: animal handlers and husbandriers. Vadalisian Magebred horses are among the best animals you can find (next to the Valanar's elven horses, but you can't get one of those unless you are a Valanar)

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    Standard Eberron 2nd-level builds. Dragonmarks are acceptable, but confirm your choice with me so we can work it into the story.
    Here is a Map of Khorvaire

    Location: Castle Bones (a remote keep in the southwest of the Kingdom of Karrnath, near the borders of the Talenta Plains and the Mournland).
    Here is a Map of your current position

  • You're in JAIL :)

    It is the middle of Olarune (mid-February). The small cold moon of Olarune hangs in the sky shedding little extra light. Risia has been coterminus with Khorvaire for weeks. It is a cold end of winter.


      Alester Redwyne (Magik13) - Human Blackguard Paladin
      Orla (Colomon) - Eladrin Bard
      Savi-Kai (Deedo) - Fire Genasi Swordmage
      Thringorn (Wolfwhisker) - Human Fighter
      Zvia (Carbonear) - Githzerai Seeker
      -open slot

    Current XP: 1415

    Important Names that have come up:

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    People:
    General Tharrikis - a Karrnathi general tied to Alester's history
    Anderson, Natale, and Zakkary -- Alester's squires, all hailed from Thrane (MIA, unknown, KIA, respectively) tied to Alester's history
    Marn D'Vedys - A Baron of Vedykar tied to Savi-Kai's history
    Keborath - A minor noble in Rekkenmark tied to Thringorn's histroy

    Moddrik D'Thaln - former Lord Bones (master of Castle Bones), of the family Thaln (a prominent Karrnathi Baronial family), probably long dead.
    Current Lord Bones - one of Moddrik's sons, name and disposition unknown.
    Nirifanya - a half-elf prisoner with the group.
    Rallnik - a human Karrnathi soldier imprisoned with the group, respected leader.
    Thanis - a half-elf Karrnathi soldier imprisoned with the group, respected leader.

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