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SOME EBERRON SPECIFIC INFORMATION
The 12 Realms:
=========================================================================== 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... --------------------------------------------------------------------------- The universe of Eberron is divided into 3 "sections":
Eberron ("The Dragon Between" or "The Mortal Realm") the earthly realm and all its flora and fauna.
Khyber ("The Dragon Below" or "The Elemental Chaos") the underdark.
*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).
Major Kingdoms and Cities:
=========================================================================== 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)
Sharn - "The City of Towers", easily the largest city on the continent of Khovaire, over twice the population of the large city of Korth.
Major Religions of Eberron:
=========================================================================== 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
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The Devourer - Evil deity of the destructive power of nature (Make offers to Him for mild weather)
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Dragonmarks and their Houses:
=========================================================================== 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 --------------------------------------------------------------------------- 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
Location: Karholm (a small town in the foothills of the Ironroot Mountains just northeast of Irontown) in the Kingdom of Karrnath.
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 Link to discussion
LEVERAGE
Location: Castle Bones (a remote keep in the southwest of the Kingdom of Karrnath, near the borders of the Talenta Plains and the Mournland).
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 Link to discussion
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