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.
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.)
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)
=========================================================================== 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)
RETURN TO BRIM
Standard Eberron 1st-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: Karholm (a small town in the foothills of the Ironroot Mountains just northeast of Irontown) in the Kingdom of Karrnath.
Here is a Map of your current position
You are mercenaries hired by House Tharashk.
Employer: Lorbask Torrn, a large half-orc in charge of the House's interests in the region (and a member of one of the ruling clans of House Tharashk, so he's well connected and somewhat politically powerful).
Direct Contact: Codrus, a minotaur ranger with a small dragonmark of finding along his right horn. Codrus seems to be a skilled ranger, generally level-headed and calm, but displays a terrible attitude to all non-house members (typical minotaur behavior).
Right now Kartus and Theeb are your traveling companions. Kartus is a House Tharashk guild page and Theeb is his bodyguard.
It is late in the month of Barrakas (roughly August-ish). Its large dark purplish moon (also called Barrakas, named after its month) is prominant in the sky, and traces of Dolurrh feel in contact with the world.
Atreos (Scott/Magik13) - Deva Invoker
Aurr (Magik13) - Changling Artificer
Cog (Wolfwhisker) - Halfling Warlock
Katsuye (Deedo) - Revenant Assassin
Rive (Ray of Sunshine) - Human Battlemind
-open slot
Current XP: 1320
Important Names that have come up:
=========================================================================== ALLY/FRIENDLY NPCs
Codrus - Minotaur Hunter, Dragonmarked member of House Tharashk subcommander of the area, great tracker.
Kartus - guild page of House Tharashk
Lorbask Torrn - Local leader of House Tharashk
Martush - emissary of Karrnath, lost in the Ironroot Mountains
Theeb - Kartus's bodygaurd, a very capable swordsman (seems trustworthy)
Thorren - a dwarven fellow adventurer hired by House Tharashk
YOU DECIDE...
Vendis - a powerful half-elven bard and fellow adventurer hired by House Tharashk; may be connected to Katsuye; seems to have turned on you.
ENEMY/UNFRIENDLY NPCs
Danieth - an unknown name mentioned by the lead artificer in the halls of the Ironroot Mountains.
Maaten - House Cannith swordsman, died in the depths of the Ironroot Mountains
Terris D'Cannith - a Marked memeber of House Cannith, hunting for "the device"
Torvel - an unknown name mentioned by the lead artificer in the halls of the Ironroot Mountains.
World Names:
Jhorash'tar Orcs - Savage orcs, generally kill all outsiders on contact, reside in the Ironroot Mountains