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195 posts. Alias of Dreaming Warforged.


About The Primordial Dragons

OUR WAR-TORN SOULS SUFFER STILL
A Pathfinderized and Homebrewed Eberron E6 Campaign

Episode 1: Talvan’s Regrets, based on the Mask of the Living God module

As Karrnath High Brigadier's Dalvan ir Tolvek draws his last breath,
two years into the fragile Treaty of Thronehold, a House Sivis clerk sends a series of summons
to the reading of his last wishes and the unfolding of events that will unveil dark secrets of the Last War,
and make or break the uneasy truce between the Five Nations.

NPCs:

Rakad ir'Omik: A middle-aged officer with a blond crew-cut and a short beard, talking with energy.

Olovania Theomel: The elven woman is of Khorvaire origin. Her hair is long and blond, framing a thin pale face with very light blue eyes. Her lips are full and somewhat enthralling. If it weren't for her uniform marking her as practicing some form of necromancy, you would have thought her some kind of professional seducer.

Jeod Two Lemons: a shifter in a very loose and neglected uniform.

Galeus: an elf wearing a wide and thick pale blue scarf around his neck. He is most certainly of Valenar stock and does not wear a uniform.

Borix Londurak: he carries himself without any trace of grace. His clothes are in a bad shape and, apart from his well-oiled axe, his whole appearance is rather unkept. He wears his brown beard short and thick, and his head is shaved, though it's clearly been a few days since it's last shave. The dwarf's eyes run a bit wild

Naham Drinn: a young and thin face with long white hair, framed by long elven ears.

The Last Wishes of Dalvan ir'Tolvek:

-=The Last Wishes of Dalvan ir’Tolvek=-
"Lethe, Viyko, Estelle, Vrykkas, Ayla and Rabbit, if I’ve chosen you, when you might seem to have so little in common, it is for three reasons: your talents are complementary, you are honorable people in whom I know I can trust and, finally, it is because I need you. "

"A number of years ago, I participated, under the command of General Horacht, in the taking of Shadukar and in repelling Thrane’s counter-attack. Thrane forces were numerous and well equipped. We had no real chance of keeping the city. It was felt that we could not leave without conceding terrible losses. General Horacht proposed that we use the city as a diversion by unleaching fire and hordes of undead through its streets. I was appaled and, in private, told the general I disagreed with him. He right away threatened me and suggested I obey his orders. ‘The Emerald Order is counting on us’, he said, and that my family would pay the price of my insubordination."

"Reluctantly, I obeyed his orders..."

"A few years later, when I served under him again, our army took part in a raid on the city of Olath, on the banks of Scion Sounds, south of Shadukar in Thrane. The night landing was made in the confusion and our troops drifted too far south. To join the rest of the troops and move on Olath, we had to pass by Angwar Fort, an imposing fortress."

"However, Thrane’s army was then fighting a bloody conflict with Aundair. General Horacht saw an opportunity and urged us to attack and destroy Fort Angwar. We marched on and, when we arrived, found the village surrounding the fort deserted. The majority of men had been called west and had left behind women, children and the elderly, in addition to the fort’s small garrison and its ruler, the vicar Aguemon."

"When we arrived at the fort, the vicar asked to speak to Horacht. I was among the officers selected to accompany and protect him. Aguemon was desperate to save his fort, offering Horacht a huge booty. Horacht was lost in thought for a very long time. I still remember his triumphant smile as he proposed instead to exchange the fort for the lives of its villagers. ‘Our priests will find a use for their brittle bones.’"

"Aguemon was shaking like a leaf, but seemed to recover at the offer, as if relieved. He accepted, also with a smile! Horacht ordered us out of the room and conversed with Aguemon for a few hours."

"For five nights, two thousand innocent women, children and elderly were put to the sword under the walls of the fort, as our priests, under the auspices of Vol, did their dark office. We then walked north to Olath, with two thousand more undead soldiers..."

"I've never forgiven myself for failing to stand up to Horacht, for failing to uphold a measure of sanity in this damned war, and for failing to save all those innocents..."

"I need you to fix these wrongs. You are to get to Thronehold and meet with Boj d’Deneith. I left him with Kundarak letters of change for the sum of 10,000 crowns. You must go and carry on my behalf, those letters to Angwar, find a trustworthy person, and help give meaning to that sum in a work that will restore some life to this community. They must also learn the truth about what happened that night."

"Finally, I want you to learn what Aguemon’s hiding in his fortress, and the pact which binds him with Horacht. Because, I am sure Horacht joined the Ordo Vitae Ex Mortae. He’s more dangerous dead than alive. I believed he had drowned, but learned, a few months ago, that he was seen in Atur. If you see Aguemon, make sure he pays for his crime."

"The rest of my soul and my family name is in your hands."

Recruitment Information:

What’s E6?
In short, all you gain after level 6 is feats, some of which can be epic. There is a few dedicated threads on EnWorld like this one, or you can just google E6.

Major Differences with the published Eberron
Dragonmarks are not the same, and are associated with different races (see my profile).
The Blood of Vol is not an “evil” religion per se. In Eberron, everything is more complicated than that.
There is no Artificer class.
Check out my profile for more information.

What to Expect
While being a world where magic is prevalent, almost ubiquitous, Eberron can also be seen as a world where magic is still at a low level. Furthermore, most NPCs, following the Last War, are at a low level. The game will be at a low magic level in a world that, prior to the war, was at a higher one.

The game starts in Karrnath, involving mainly Karrns and their allies, but will then move to different parts of Khorvaire. Eberron is a setting with a feel that is quite modern, with references to magical technology like the train or the continual flame street lamps. Also, alignment are dealt with differently. Goblins and red dragons can be lawful good, and priests of good deities can be evil. I prefer games that lie heavily in the gray zones of morality, where the players are torn between what it means to do the right thing. I also prefer fewer but meaner encounters, with challenging situations and terrain. So if you make a “big stupid fighter” that can’t move anywhere, for example, chances are you’ll have a hard time.

A Campaign of Episodes/Modules
I will be using modules for my campaigns. Players will be allowed to step out or step in between modules. You don’t have to commit to the whole campaign, just the first module.

Requirements

  • Start at level 2 (you did level 1 during the war and the two years that followed the end of it).
  • No evil.
  • 20 point-buy for attributes (Attributes receive a +1 at level 3 and 6, instead of at level 4).
  • Races allowed (see my profile): Changeling, Dwarf, Elf, Halflings/Gnomes (see my profile), Humans, Shifters, Uruks, Warforged.
  • Classes allowed: Pathfinder Core and APG, except the following: Paladin and Summoner.
  • New feats, Dragonmarks, Weapons and Races according to the information found in my profile.
  • No traits, but an extra feat taken from the following list: Acrobatic, Action Boost (ECS), Alertness, Animal Affinity, Athletic, Cosmopolitan, Deceitful, Deft Hands, Great Fortitude, Heroic Spirit (ECS), Humble Prophetic Mark (New Feat), Iron Will, Lightning Reflexes, Magical Aptitude, Persuasive, Self-Sufficient, Stealthy, Skill Focus.
  • Starting cash is average for level 1.
  • Action Points (described in the Eberron Campaign Setting)

Applications should contain

  • Character sheet (equipment optionnal)
  • Short Description
  • Personality
  • Background
  • People (3) tied to you (blood, romance or association)
  • Important events (3) in your life that shaped who you became
  • Long term goals (2)
  • Cherished item (1)

Regarding the Background
Players should have a connection with Dalvan ir Tolvek. They don't need to actually be soldiers, but must have served under him (as cook or messenger even) and have some form of bond or debt that makes them respond to his summon and last wishes.

The character's description and background should include their link with Dalvan ir Tolvek, what the character did during the two years following the signing of the treaty and any other information important to understand the character's motives and personality.

The fact that you were in the military doesn't mean you were a soldier. A lot of different trades and professions were needed and included in the army. You could have been a cook, a messenger, a clerk for a military lawyer, a prostitute, a spy, a scout, a "wand", a cavalryman, a special unit member or aspiring member, etc. Also, your life can have changed dramatically after the war, and your wartime occupation can be far remote from your peacetime one.

Make sure your application presents ties to the Eberron setting. Avoid bland and general backgrounds that would fit in any game or setting.

Pathfinderized Eberron Races:

Humans
Highly adaptable race, they first appeared on Sarlona but some migrated early on East, ending up on the shores of West Khorvaire. This ancient people spoke Khor. Then came the Sarl, going West from Sarlona to Eastern Khorvaire. Their culture is as varied as the lands they discovered and conquered. The Khor are darker skinned, with darker hair, while the Sarl are fairer, with often blond, ash or strawberry hair.

Elves
Thin and dexterous people, with a strong connection with the forest and their ancestors, elves are taller than human, and have long limbs. They were, a long time ago, enslaved by the Giants on Xen’drik. Most fled to Khorvaire or the jungles of Aerenal. The elves escaped the Giants’ captivity by learning from them the magic first discovered by the ancient Dragons. Khorvaire elves developped a culture more closely related to the Khor humans. Aerenal elves have developped a strong culture revolving around the cult of the ancestor. They developed a cultural hatred of death, finding ways to bind positive energy into their body and soul to evade death and become Deathless. A branch of them though, experimented instead on the binding of negative energy and became Undead. Fierce rivalry exist between the elves of Irian and Mabar. At some point, a strong schism occured between users of negative and users of positive energy. The conflict led to the banishment of the Necromancers from Aerenal.

Dwarves
Sturdy and stubborn race, the dwarves first moved from The Tashana Tundra of Sarlona to the Frostfell. They then migrated to Khorvaire where they settled in the Mror Holds. The dwarves are strongly tied to their ancient traditions and hold them in highest esteem. Gruff, they nevertheless have a sense of wealth and business, combined with a control of rich mining areas, that brought wealth, and violent conflict with underground races. Dwarves of the Mror Holds are the bankers of Khorvaire. They make strong ale, and the finest metal armor and heavy weapons available.

Halflings and Gnomes
Crafty and ingenious, more bent on negotiation than warfare, the halflings became victims of a massive extermination scheme by the dracoids on Sarlona. Most fled to Khorvaire. Halflings are small, with a wide range of hair color, from red to blue. Driven by a passion for knowledge of all forms, halflings base their society on a tight network of information and favors. They recently managed to forge places for themselves: Zilargo and the Talenta Plains. The Zilargo halflings call themselves gnomes and form a tight group, aware of the costs of survival. They show a passion for intrigue and information. Their weapon is more often the pen and the voice than the sword. The Talenta halflings, before the independance of Talenta, never had a place to call their home. Nomadism is deeply rooted within, and a lust for fast-paced life. They herd dinosaurs and are organized in clans that often feud between themselves. Trouble is never far from a Talentan, and that is probably how he likes it. Halflings and Gnomes share the Halflings stats. They are the same race, but culturally very different.

Uruks
An ancient race keeping a deep connection with the earth, uruks belonging to Gatekeeper tribes live in the forests of the Eldeen Reaches. There are other uruk tribes, some living in the Shadow Marches and the Demon Wastes. Uruks of Sarlona and the Norfell are generally more warlike and savage. Their raids on civilized settlements have given the whole race a brutish reputation and created long kept racial hatred between them and other races. Uruks replace Orcs and Half-Orcs. They use the Half-Orcs specifications, with the following differences:

  • +2 str, +2 wis, -2 int
  • Endure elements (cold: up to -50 degree)

Shifters
Shifters, also known as the weretouched, are one of the intelligent races inhabiting Eberron. With both humans and lycanthropes among their distant ancestors, shifters posses just a small portion of their forefathers' shape-shifting abilities. They cannot transform wholly into an animal but can instead shift parts of their body to become animal-like for short periods of time. Many years ago, the Church of the Silver Flame, in its war against Evil, tried to eradicate all lycanthropy. They eventually turned their attention to the shifters, who suffered numerous exactions until the Church realized they could not transmit the curse. Shifters are described in the Eberron Campaign Setting, with the following differences:

  • +2 dex, +2 wis, -2 chr
  • Animal Affinity (+2 Animal Handling and Sense Motive)
  • Shifting (Su): Can be used as a free action, for a number of round equal to 3 + Con + number of shifting feats.

Changelings
Changelings are a humanoid race who are distantly descended from dopplegangers. Changelings possess a natural ability to alter their physical appearance much like their monstrous progenitor race, but are somewhat limited in the forms they can take compared to a doppleganger. That being said changelings are able to alter their height by as much as a foot growing either taller or shorter, change their physical features to appear as another humanoid race and even take on the appearance of either gender (though changelings are sexually dimorphic with clear physical differences between males and females). Changelings cannot, however, change the clothing or equipment they are wearing with their natural abilities. In their natural forms changelings resemble gray skinned humans but lack some facial definition such as nostrils or lips (though they still have noses and mouths). Changelings are described in the Eberron Campaign Setting, with the following differences:

  • +2 any ability

Warforged
The warforged are a race of living constructs created by House Cannith to serve as soldiers in the Last War. With the signing of the Treaty of Thronehold they have been recognized as sentient beings and given freedom. Ever since, they try to fit in into a world that apparently has no further use for them.They still struggle to find their cultural identity. Warforged are described in the Eberron Campaign Setting, with the following differences:

  • +2 con, -2 chr
  • Immunity to poison, sleep effects, disease, nausea, fatigue, exhaustion, sickening.
  • No need to eat or breathe. Needs to “shut” four hours per day
  • Repairs: a warforged can be repaired or repair itself through the use of a craft skill. He can repair up to two hit points per hour of work. He can’t repair more than twice his character level in a day. Special materials can improve these numbers.

New Feats:

GREATER SHIELD FOCUS
Prerequisite: Improved shield focus
Your shield bonus applies to touch AC and on your CMD to resist Bull rush, Overrun, Trip and Disarm.

HOLD THE LINE
Prerequisite: Combat Reflexes, Bab +4
You can take an AoO against a charging opponent as he enters a square you threaten. Furthermore, you’re always considered ready to receive a charge, dealing double damage if you wield a bracing weapon. This means you never need to ready an action against a charge.

IMPROVED SHIELD FOCUS
Prerequisite: Shield Focus
You gain DR (base focussed shield bonus)/- when using that shield.

TWO-WEAPON SYMMETRY
Prerequisite: Two-weapon fighting
When using the same weapon type in both hands, you remove one from the penalties while fighting with both weapons.

RACIAL FEATS (see the ECS and other Eberron books for details)
Changelings

  • Quick Change

Shifters
  • Beasthide Elite
  • Cliffwalk Elite
  • Extra Shifter Trait
  • Great Bite
  • Great Rend
  • Greater Shifter Defense
  • Healing Factor
  • Longstride Elite
  • Longtooth Elite
  • Shifter Defense
  • Shifter Ferocity
  • Shifter Savagery
  • Shifter Multiattack
  • Wildhunt Elite

Warforged
  • Adamantine Body
  • Cold Iron Tracery
  • Fortification
  • Improved Damage Reduction
  • Jaws of Death
  • Mithral Fluidity
  • Mithral Body
  • Second Slam
  • Silver Tracery
  • Spiked Body
  • Unarmored Body

HUMBLE PROPHETIC MARK
Prerequisite: Member of appropriate dragonmarked group
Choose a humble prophetic mark spell-like ability associated with your prophetic mark group.

MASTERED PROPHETIC MARK
Prerequisite: Member of appropriate dragonmarked group, sublime prophetic mark
Choose a second sublime prophetic mark spell-like ability associated with your prophetic mark group. You can use the sublime mark spell-like ability one more time per day.

SUBLIME PROPHETIC MARK
Prerequisite: Member of appropriate dragonmarked group, humble prophetic mark
Choose a sublime prophetic mark spell-like ability associated with your prophetic mark group.

UNLOCKED PROPHETIC MARK
Prerequisite: Member of appropriate dragonmarked group, humble prophetic mark
Choose a second humble prophetic mark spell-like ability associated with your prophetic mark group. You can use the humble mark spell-like ability one more time per day.

For other Eberron Feats, please ask me prior to selection.

Epic Feats:

*Ability Advancement [Combat] 
You've spent time perfecting one of your abilities. 
Benefit: Choose one Ability Score; you gain a permanent +1 bonus to that ability score. 
Special: You may take this feat multiple times, however, it may only be taken twice for each ability score.

*Combat Training [Combat] 
Frequent and focused combat training have increased your battle prowess 
Benefit: Your Base Attack Bonus increases by 1. 
Special: You may only take this feat twice.

*Expansive Skill 
Benefit: Upon taking this feat you acquire 4 skill ranks. 
Special: You may select this feat multiple times.

*Skill Beyond Your Years 
Prerequisite: Level 6 
Benefit: Upon taking this feat you select a skill. Your max ranks with the chosen skill rise from 6 to 8.

*Caster Training 
Prerequisite: Character level 6, Ability to cast Arcane or Divine spells. 
Benefit: Choose a spell casting class that you have, your effective caster level for that class is two levels higher. This does not grant you additional spells or slots. 
Special: You may take this feat multiple times, however, you are required to choose a class with which you have not taken this feat.

*Expanded Spell Repertoire 
Prerequisite: Ability to spontaneously cast spells. 
Benefit: Choose a spontaneous spellcasting class in which you can cast spells. You gain an additional spell known for each level of spell that you can cast.

*Expanded Casting 
Prerequisite: Character Level 6th 
Benefit: Choose a spellcasting class in which you have levels. You gain an additional spell slot. This spell slot can be used at any level you can already cast. This feat may grant a maximum of two additional spell slots at any spell level.

*Improved Elemental Form 
Prerequisite: Druid 6, Knowledge (The Planes) 6 ranks 
Benefit: You may use Elemental Body II through your Wild Shape Class Feature.

*Step of the Wild Lands 
Prerequisite: Ranger 6, Survival 6 ranks 
Benefit: You gain the Woodland Stride and Camouflage class abilities.

*Advanced Rogue Talent 
Prerequisite: Rogue 6, Rogue Talent feat 
Benefit: You learn one Advanced Rogue Talent of your choice.

*Extra Domain 
Prerequisite: Cleric 6, Knowledge (Religion) 6 Ranks, Skill Focus: Knowledge (Religion) 
Benefit: You gain the domain powers and spell list of one additional domain associated with your deity.

*Experienced Performer 
Prerequisite: Bard 6, Perform (any) 6 ranks 
Benefit: You may start a bardic performance as a move action instead of a standard action.

E6 Capstone Abilities:

Upon reaching level 6 in a particluar class, characters gain the following capstone ability:

Barbarian: DR 1/-.
Bard: Dirge of Doom.
Cleric: Second Domain Power, usually available at level 8.
Druid: Wild shape as Plant Shape I.
Fighter: Armor Training II and counts as Fighter 8 for the purpose of meeing prerequisites for combat feats.
Monk: Unarmed damage 1d10 and AC +2.
Paladin: Aura of Resolve.
Ranger: Swift Tracker.
Rogue: Improved Uncanny Dodge.
Sorcerer: Bloodline Power, as 9th level.
Wizard: School Power, as 8th level.

Alchemist: Advanced Discovery, as 8th level.
Cavalier: Order ability, as 8th level.
Inquisitor: Second Judgement.
Oracle: Revelation, as 8th level.
Witch: Hex, as 8th level.

If a player has multiple classes, he can get the capstone instead of an epic feat. The prerequisite is a number of epic feats equal to twice the difference between his class level and level 6.

Languages:

Abyssal - Language of the fiends of Khyber and the priesthood of The Dark Six.
Aerenti - Language of the elves of Aerenal and Valenar. Also sopken by the priesthood of the Blood of Vol.
Celestial - Language of the angels of Syberis and the priesthood of The Sovereign Host.
Draal - Language of the aberrations and the creatures of the deep.
Draconic - Language of the dragons and of magic. Also spoken by the priesthood of the Silver Flame.
Dreamtongue - Language of the Dal’Quor.
Droanti - Mix of languages mostly understood in Droaam.
Eber - Language of the creatures of the elemental planes.
Gobleli - Old language of the Dhakaan Empire. Very popular amongst the goblinoid races.
Khor - Language imposed during the Galifar Empire. Msotly spoken throughout the Five Nations and most countries.
Madtongue - Language of the Daelkyr.
Mrorish - Old language of the dwarves of the Mror Holds. Uncommon
Sarl - Language spoken on Sarlona. Very uncommon on Khorvaire.
Sylvan - Language of the forest creatures and feys.
Urgan - Old language spoken by a few uruk tribes.
Xen’ - Old language of the giants of Xen’drik
Zil - Sophisticated language spoken in Zilargo. A simpler, rougher version is spoken in Talenta.

Prophetic Marks (Homebrewed):

Mark of Binding
Race: Hobgoblins
Organization: Order of the Shackle, based in Darguun
Humble Mark: +2 Intimidate, Animate Rope or Entangle
Sublime Mark: Hold Person or Sepia Snake Sigil

Mark of Cunning
Race: Bugbears
Organization: The Dark Road, based in Darguun
Humble Mark: +2 Bluff, Misdirection or Innocence
Sublime Mark: Nondetection or Absorbing Touch

Mark of Detection
Race: Changelings
Organization: Clan Medani, based in Breland
Humble Mark: +2 Sense Motive, Detect Magic at will or Perceive Cues
Sublime Mark: Invisibility Purge or Arcane Sight

Mark of Finding
Race: Uruks
Organization: Clan Tharashk, based in The Shadow Marches
Humble Mark: +2 Perception, Know Direction at will or Locate Object
Sublime Mark: Locate Creature or See Invisibility

Mark of Healing
Race: Shifters
Organization: Sept Jorasco, based in The Eldeen Reaches
Humble Mark: +2 Heal, Cure Light Wounds or Lesser Restoration
Sublime Mark: Cure Serious Wounds or Restoration

Mark of Making
Race: Humans
Organization: House Cannith, based in Breland, formerly in Cyre
Humble Mark: +2 Craft, Make Whole or Repair Light damage
Sublime Mark: Minor Creation or Repair Serious Damage

Mark of Passage
Race: Humans
Organization: House Orien, based in Aundair
Humble Mark: +2 Acrobatics, Expeditious Retreat or Mount
Sublime Mark: Phantom Steed or Dimension Door

Mark of Scribing
Race: Halflings
Organization: House Sivis, based in Zilargo
Humble Mark: +2 Linguistics, Arcane Mark at will or Comprehend Languages or Whispering Wind
Sublime Mark: Illusory Script or Secret Page or Sending

Mark of Sentinel
Race: Humans
Organization: House Deneith, based in Karrnath
Humble Mark: +2 Survival, Mage Armor or Shield of Faith
Sublime Mark: Protection from Energy or Protection from Arrows

Mark of Shadow
Race: Elves
Organization: House Phiarlan, based in Breland, and Clan Thuranni, based in the Lhazaar Principalities
Humble Mark: +2 Stealth, Disguise Self or Vanish
Sublime Mark: Clairaudience/Clairvoyance or Zone of Silence

Mark of Truth
Race: Goblins
Organization: Sept of the Truthsayers, based in Darguun
Humble Mark: Command or Zone of Truth
Sublime Mark: Discern Lies or Seek Thougths

Mark of Warding
Race: Dwarves
Organization: House Kundarak, based in the Mror Holds
Humble Mark: +2 Appraise, Alarm or Arcane Lock
Sublime Mark: Explosive Runes or Glyph of Warding

Mark of ?
Race: Warforged
Organization:, based in
Humble Mark: ?
Sublime Mark: ?

Faiths:

The Sovereign Host
The Sovereign Host consists of the deities most commonly worshiped by the majority of Khorvaire’s population. Most people revere the Host as a whole pantheon, offering prayers to different deities in different situations. It is composed of nine gods. The Sovereign Host does not have an afterlife that promises paradise to followers. Instead, it is believed that all souls go to Dolurrh, the Plane of the Dead, regardless of their virtue in life.
  • Arawai (NG, Agriculture): Good, Healing, Plant, Weather
  • Aureon (LN, Law and Knowledge): Knowledge, Law, Magic
  • Balinor (N, Beasts and the Hunt): Air, Animal, Earth
  • Boldrei (LG, Community and Hearth): Community, Good, Law, Protection
  • Dol Arrah (LG, Honor and Sacrifice): Glory, Good, Law, Sun
  • Dol Dorn (CG, Strength at Arms): Chaos, Good, Strength, War
  • Kol Korran (N, Trade and Wealth): Charm, Nobility, Travel
  • Olladra (NG, Feast and Good Fortune): Charm, Good, Healing, Luck
  • Onatar (NG, Artifice and the Forge): Artifice, Fire, Good

The Dark Six
The Dark Six is a pantheon of six gods cast out of the Sovereign Host during the Schism. Though individual deities are typically singled out and worshiped, a few (especially schismatics) worship the whole of the disparate deities. The Dark Six represent insidious forces of civilization and nature. They are often worshiped secretly by members of the Sovereign Host who prefer to “keep them on their side”, or openly by more brutal and disruptive members of society. The holy texts of the Dark Six show them schemeing and plotting against the Sovereign Host at every turn and followers of the Dark Six typically scheme against vassals of the Sovereign Host.

  • The Devourer (NE): Destruction, Evil, Water, Weather
  • The Fury (NE): Charm, Evil, Madness
  • The Keeper (NE): Death, Destruction, Evil
  • The Mockery (NE): Destruction, Evil, Trickery, War
  • The Shadow (CE): Chaos, Evil, Magic, Darkness
  • The Traveler (CN): Artifice, Chaos, Travel, Trickery

The Blood of Vol (LN): Death, Law, Repose
Look not to the skies, nor the depths below, nor even the distant past or future. Seek the divine within, for the blood is the life, and in its call can be heard the promise of eternal life. One has but to listen.
The Blood of Vol is a religious cult fascinated with blood and power of the Divinity Within. Its church is primarily located in Karrnath, where its influence during the Last War was central in the kingdom’s decision to use undead as troops.

The Silver Flame (LG): Healing, Good, Law, Protection
The Silver Flame is an abstract, disembodied deity closely associated with a once-human woman named Tira Miron. Its church, located in Thrane, is dedicated to protecting the common people against supernatural forcesof Evil.

The Primordial Dragons
This cult is followe by ancient races and entity, that do not connect with the construct religions of the humanoid, goblinoid and dracoid races. Some rare followers can nevertheless be found among those.

  • The Dragon Below (CE): Chaos, Earth, Evil, Madness
  • The Dragon Above (LG): Glory, Good, Law, Fire
  • The Dragon Between (N): Plant, Animal, Water, Air
  • The Prophecy (N): Knowledge, Magic, Rune, Travel

The Undying Court (NG): Deathless, Good, Protection
The elves of Aerenal have found a way to preserve their ancestors beyond death, anchoring them to the world of the living through devotion and spiritual sarifice. The Undying Court is seated in Shae Mordai and guide the nation from there.

The Cult of Ancestors (N): Repose, Travel, War
The elves of Valenar have developped a different religion than their Aerenal ancestors. They seek to emulate the glory of ancestors past.

The Becoming God (CN): Artifice, Chaos, Liberation, Strength
Not much is known about this new cult among the warforged.

The Lord of Blades (LE): Artifice, Evil, Law, War
Not much is known about this new cult among the warforged.

Special Equipment by Region:

Aundair
MWK Aundairian Spears and Heavy Shields
Aundairian Arcane Steel: +1 D Piercing, removes 5 from DR/magic (MWK +450 gp)
Recuperating Incense: Cuts in half the sleep needed, Fortitude DC 10 or no effect and fatigued (25 gp).
King’s Sleep: Poison, see PRD, 1/4 price
House Orien: Magebred horses (ECS)

Breland
MWK Brelander Crossbows, Guisarmes and Rapiers
Brelander Cadesh Cigars: Brings elation and courage. 1 minute to take. +2 save vs Fear for an hour. For DC 13 or sickened for an hour (25 gp)
Id Moss: Poison, see PRD, 1/4 price
House Phiarlan: Darkweave clothing (+1 Stealth in low light, +100 gp); Glamerweave clothing (+1 Diplomacy on the right crowd, +100 gp and half weight)
House Cannith: Warforged Repair Kit (10 doses, +2 Craft to repair, 50 gp, 4 lbs)
Clan Medani: Investigating Kit (+4 Perception to analyze a crime scene, 300 gp, 4 lbs)

Darguun
MWK Darguuna Flails, Nets and Restraints
Cold Iron Weapons
Acidic Fire flasks: (ECS) 1d4 fire 1d4 acid, 30 gp, 1 lb.
Alchemist’s frost (ECS)
Deathblade: Poison, see PRD, 1/4 price

Demon Wastes
Noxious Smokesticks (ECS)
Byeshk Weapons: +1 D Bludgeoning, beats DR of Daelkyr and Aberrations (MWK +700 gp)
Irian Crystal: Maximize Conjuration (healing) (25 gp worth per spell level)
Kieros Leaves: +2 DC Death (50 gp worth per spell level)
Dark Reaver Powder: Poison, see PRD, 1/4 price
Ungol Dust: Poison, see PRD, 1/4 price

Droaam
MWK Droaam Densewood Clubs and Morningstars
Helm Mushrooms: Drug
Fire Ale: Drug
Malyass Root Paste: Poison, see PRD, 1/4 price

Eldeen Reaches
MWK Eldeen Axes and Hornbows
Darkleaf Breastplate
Bronzewood Weapons: Replaces steel and makes wooden weapons harder (hardness 10, +50% hp) to sunder (MWK +150 gp)
Byeshk Weapons: +1 D Bludgeoning, beats DR of Daelkyr and Aberrations (MWK +700 gp)
Byeshk Blades: Applied to slashing, removes 5 from DR of Daelkyr and Aberrations (MWK +700 gp)
Cathier (Eldeen Hare) Spleen: Extend Illusion (25 gp worth per spell level)
Belladonna: Poison, see PRD, 1/4 price
Nitharit: Poison, see PRD, 1/4 price
Sept Jorasco: Healing Kits

Karrnath
MWK Karrnathi Glaive and Swords
Darkwood Shields
Darkleaf Banded Mail (Med Armour, Max Dex +1, ACP -2, ASF -5%, 35 lbs, 3250 gp)
Karrnathi Ash Steel: +1 D Slashing, counts as cold iron (MWK +450 GP)
Bloodroot: Poison, see PRD, 1/4 price
Oil of Taggit: Poison, see PRD, 1/4 price

Lhazaar Principalities
Soarwood Boats (ECS)
Soarwood Arrow: Range +30 ft (+100 gp per 50 arrows)
Soarwood Javelin: Range +15 ft (MWK +150 gp)

Mror Holds
MWK Mror Warhammers, Maces and Axes
Mror Concussion Steel: Bludgeoning only, adamantine laced steel alloy, ignores hardness 5/10/15 (MWK +500/1000/1500 gp)
Mror Crystalline Steel: Increased hardness by 10 (MWK +700 gp)
Moonalloy Armor: +1 AC, -1 max dex, +1 ACP (MWK+1000 gp)
House Kundarak: Locks and safes, letter of credit
Burnt Othur Fumes: Poison, see PRD, 1/4 price

Q’barra
MWK Antitoxin
Q’Barran Symbiotic Cleansing Shells: Sticks on the neck, +2 vs Poison for a day and can roll the first save twice if needed (50 gp, must be fed 1 gp of special food per day kept).
Dragonseye Oak Acorn: Empower Evocation (50 gp worth per spell level)
Mashtin Shoots: +2 DC Enchantment (50 gp worth per spell level)
Blue Whinnis: Poison, see PRD, 1/4 price
Sassone Leaf Residue: Poison, see PRD, 1/4 price

Shadow Marches
MWK Marches Slings, Kukris, Falchions
Marches Fortifying Worms: Delays fatigue for 1 hour (25 gp)
Hathil Roots: +2 DC, Transmutation (50 gp worth per spell level)
Black Adder Venom: Poison, see PRD, 1/4 price
Shadow Essence: Poison, see PRD, 1/4 price

Talenta Plains
MWK Talentan Slings, Lances and Composite Shortbows
MWK Talentan Saurian Leather
Dinosaur Mounts
Talentan Quiet Cicadas: Creates a zone of Silence of 10 ft radius for one minute when there is little brusque movement and the cicada’s spine is pierced (killing it) (25 gp).
Talentan Far Bullets: Range +20 ft (+100 gp per 50 bullets).
Terinav Root: Poison, see PRD, 1/4 price

Thrane
MWK Thranish Longswords, Maces, Bows and Arrows
Silversheen
Silver Weapons
Flametouched Iron: Counts as magic against immaterial creatures (1/2 damage) (MWK +450 gp)
Silver Flame Incense: Drug
Wolfsbane: Poison, see PRD, 1/4 price

Valenar
MWK Valenar Scimitars and Shortbows
Valenar Damascus Steel: +1 D Slashing (MWK +450 GP)
Leafweave Armor: AC +3, max dex +6, ACP -0, ASF 5% (750 gp).
Valenar Riding Horse (ECS)
Greenblood Oil: Poison, see PRD, 1/4 price.

Zilargo
MWK Zil Rapiers, Halberds and Crossbows
Zil Pulley Crossbow: Damage is one size category larger. Takes one more time increment to load (MWK +450 gp).
Alchemist’s Spark flask (ECS).
Alchemist’s Concussion flask (Sound instead of fire, 50 gp).
Tears of Death: Poison, see PRD, 1/4 price.
House Sivis: Steady Quills (save 25 % in ink usage when scribing) (300 gp).

Aerenal
MWK Aereni Picks, Scythes and Sickles
Aerenal Bronzewood Steel: +1 D Piercing (MWK +450 GP)
Leafweave Armor: AC +3, max dex +6, ACP -0, ASF 5% (750 gp).
Bronzewood Weapons: Replaces steel and makes wooden weapons harder (hardness 10, +50% hp) to sunder (MWK +150 gp)
Bronzewood Armor: Replaces steel plates (+2000 gp for Medium, +4000 for Heavy)
Covadish Leaves: +2 CL Necromancy (25 gp worth per spell level).
Black Lotus Extract: Poison, see PRD, 1/4 price
Striped Toadstool: Poison, see PRD, 1/4 price

Drugs:

The drugs use the addiction rules of the PRD.

Aktali Cactus Mash
Source: Talenta Plains and Valenar
Type: Ingested
Addiction: Minor, For DC 14
Price: 20 gp
Effect: 1 hour, +1d4 Initiative, -1d2 Wis, reddish skin
Damage: 1d4 Con damage

Deathless Liquor
Source: Aerenal
Type: Ingested
Addiction: Minor, For DC 16
Price: 500 gp
Effect: 1 hour, See Invisibility, Ghostbane effect, -1d4 Chr
Damage: 1d2 Con damage, 1d2 Chr damage

Death Frog Sweat
Source: Q’barra
Type: Ingested
Addiction: Moderate, For DC 12
Price: 50 gp
Effect: 1 hour, +1d2 Chr, +1d2 Dex, -1d4 Wis
Damage: 1d2 Wis damage, skin discoloration on the neck and hair gets greasier.

Fang
Source: Shadow Marches
Type: Injury
Addiction: Moderate, For DC 14
Price: 100 gp
Effect: 1 hour, +1d2 Str, +1d4 Con, -1d2 Dex, -1d4 Wis
Damage: 1d2 Str damage, 1d4 Dex damage, shaking and sweaty hands

Fire Ale
Source: Droaam
Type: Ingested
Addiction: Minor, For DC 14
Price: 20 gp
Effect: 1 hour, +1d2 Str, -1d2 Wis, Cold resistance 5
Damage: 1d2 Con damage

Helm Mushrooms
Source: Droaam
Type: Ingested
Addiction: Moderate, For DC 16
Price: 200 gp
Effect: 6 hours, +1d4 Wis, -1d2 Dex, -1d2 Con
Damage: 1d2 Wis damage

Kieros Resin
Source: Demon Wastes
Type: Inhaled or Ingested
Addiction: Moderate, Will DC 14
Price: 100 gp
Effect: 12 hours, +1d4 save vs Fear and Death, -1d4 save vs Illusion
Damage: 1d2 Wis damage, lip stains

Mabar Pearls (mushrooms)
Source: Eldeen Reaches and Droaam
Type: Ingested
Addiction: Minor, For DC 16
Price: 75 gp
Effect: 3 hours, +1d2 Int, -1d4 Con
Damage: 1d4 Con

Mashtin Shoots
Source: Q’barra
Type: Ingested
Addiction: Minor, Will DC 12
Price: 50 gp
Effect: 4 hours, +1d4 Use Magical Device and Spellcraft, -1d4 Diplomacy and Bluff
Damage: 1d4 Int damage

Melange
Source: Darguun
Type: Ingested
Addiction: Severe, For DC 14
Price: 200 gp
Effect: 6 hours, +1d4 Sense Motive, +2 CL and DC Divination, eyes become blue
Damage: -1d2 Str damage, -1d2 Con damage, blue eyes

Mourn Glass Stones
Source: Mournland
Type: Inhaled
Addiction: Severe, For DC 12
Price: 500 gp
Effect: 12 hours, SR 13, -1d4 Chr
Damage: 1d3 Wis damage, strong headaches

Solipsis
Source: Zilargo
Type: Injury
Addiction: Minor, Will DC 12
Price: 200 gp
Effect: 6 hours, +1d4 Bluff, +1d4 Sense Motive, +1d4 Perception, -1d4 Con
Damage: 1d2 Con, thirst and running nose

Ranger's Favored Enemy:

The list of favored enemies has been consolidated:
Aberration
Beast (animal, ooze, plant and vermin)
Construct
Dragon
Fey
Humanoid (human, dwarf, gnome, elf, uruk)
Goblinoid (goblin, hobgoblin, bugbear)
Dracoid (kobold, daraks, trolix)
Altered (shifter, warforged, changeling)
Magical beast
Monstrous humanoid
Outsider (native)
Outsider (elemental)
Outsider (aligned)
Undead

A Description of Karrnath:

"If there is one country that can be said to have suffered most of the Last War, except of course the late Cyre, lying beneath the shroud, it is Karrnath, whose attics and families were emptied repeatedly by battles and famines.

Traveling the country, one can observe that Karrns, while austere and humble, are warm-blooded and love to laugh, though in private, between friends, and enjoy good food and good wine as much as the next Brelander. Their cuisine is much richer and more monotonous than that of their southern neighbors, and their wine is very dense and intoxicating. Some dishes are not to be missed. Fetechk is a calf lung loaf with assassine vine’s leaves. Vol’s Balls are small cheeses which matured in the cellars of monasteries in northern Karrnath. Also, don’t miss the Devourer’s Fondant, a delicious pastry filled with chocolate and Karrberries.

The Karrns dress modestly and warmly, in dark shades and colors. Their wool is silky and thick. They greatly appreciate sumptuous furs and often invest much of their meager assets in a cloak of fox fur, even ocelots.

The visitor never gets used to the sight of undead guards, workers or mounts. The whiteness of their bones freezes the blood and brings back to mind the abuse of the War and the challenges that face the fledgling nations of the Treaty."

Fredelu ir’Din, What remains of Galifar?

A Short Biography of Dalvan ir’ Tolvek:

Born in 916, Annum Galifarex, the eldest son of Karlath ir'Tolvek, himself a hero of the Last War, Dalvan ir'Tolvek integrates illegally Karrnath’s military at the age of thirteen, posing as a halfling, during the massive invasion of Cyre. He participated in the siege and sack of Metrol and distinguished himself during a raid in which he saves the life of a Wand Officer, bringing him back behind Allied lines.

Follwing his return, he is admitted to the Academy of Rekkenmark where he received extensive training.

He then distinguished himself during the first siege of Korth, leading the first squad to cross the cyran lines to rescue the besieged. Appointed captain, he is assigned to the defense of Korth. He receives the Medal of Cunning and the honorary title of Cranium Sanguinex, thereby integrating the military wing of the clergy.

He fights alongside Dresseth ir'Wynarn, a cousin of Kaius I, during the defense of the Talenta Plains. His audacity and courage are highlighted by Dresseth and he is promoted to the rank of Necros Primex and sent to Atur to complete his training.

His leadership abilities and strategic skills are noticed and he rises quickly through the ranks of the military.

He serves as a major, assigned to shock troops and Sangus Pontifex, alongside the general Horacht during the battle of Shadukar. He distinguishes himself in the retreat from the city, protecting, with his shock troops, the Karrn’s retreat.

He is again called to defend Korth and King Jaron. After a cyran offensive that reached the Vol’s Door and cost the lives of the royal heir Drago ir'Wynarn, general of Korth, he is chosen to replace the general and save the city. He arrives just in time to keep the cyran army from breaching Korth’s walls and holds the line until the arrival of Moranna, sister of Jaron and future regent of Drago’s young brother Kaius.

The Regent Moranna then rewards him with the permanent title of Brigadier General, at the head of the Northern Brigade. He organizes a series of offensives on Thrane first, then Cyre. He repelled an offensive by Thrane’s Virtuous Legion, led by an archon, seeking the destruction of Fort Bone.

During the Confused Years, he commanded an invasion force that advanced on Eston. Encountering greater resistance than expected, he rejects the order of Kaius III and retreats. He is arrested upon his return. A few days later, the Shroud cover Cyre, creating the Mournland. The trial is cut short and he is found innocent. Kaius himself meets with him after the trial. He retires a few months after the signing of Thronehold.

Current rumors about him:

  • He was a member of the Emerald Order.
  • He was "recruited" and he is an undead.
  • He proposed the idea that led to the massacre at Shadukar.
  • He had a dream that warned him of the coming of the Shroud.
  • His wife, Diona, still lives in a monastery dedicated to the Blood of Vol.

Timeline of the Last War:

1 YK (Year of the Kingdom) : Galifar I and his five children: Brey, Karrn, Cyre, Thrane and Aundair, take control of the vast territories of the Five Nations and form the Kingdom of Galifar.
15 YK : Galifar founds the Arcane Congress.
53 YK : Death of Galifar. His eldest son, Cyre, becomes king.
299 YK : Foundation of the Church of the Silver Flame.
811 YK : First Lightning Rails, created by the Cannith and Orien Houses, cross the landscape of Khorvaire.
832 YK : Great Lycanthrope Purge by the Church of the Silver Flame.
845 YK : King Jarot expands the Lightning Rail network.
894 YK : Death of Jarot; his children Thalin of Aundair, Kaius of Karrnath and Wroann of Breland do not recognize their elder sister’s claim to the throne. Mishann of Cyre is supported by Wrogar of Aundair. Beginning of the Last War.
896 YK : Creation of the Emerald Order. Karrnath’s great famines.
897 YK : Conquest of Thaliost by Karrnath.
899 YK : Counter-attack by Aundair. Karrnath starts to use undead troops.
903 : Siege of Eston.
905 : Plague epidemic in Thrane.
908 : Assassination of Queen Mishann of Cyre by the Emerald Order.
909 : Sky Battle of Daskaran, between Thrane and Aundair.
911 : Battle of Lurching Tower: Breland and Cyre suffer hard losses against the less numerous Argent Legion.
913 : Assassination of Brusst of Cyre by the Emerald Order.
914 YK : The Mror Holds declare independence. Death of Thalin of Thrane and profound modification of the Thrane government by the Church of the Silver Flame.
918 YK : The ‘Joyous Crusade’ sets the South of Thrane ablaze and claims the lives of thousands of Sovereign Host worshippers.
919 YK : Battle of the Brey River.
926 YK : Capture of Thaliost by Thrane.
928 YK : Founding of the nation of Q’barra by colons. Destruction of the White Arch above Scion Sounds.
929 YK : Sack of Metrol by Karrnath.
936 YK : First siege of Korth by Cyre.
939 YK : Second siege of Korth by Aundair.
942 YK : Battle of the Talenta Plains.
953 YK : Sack of Westhaven by Aundair.
955 YK : Battle of The Crying Fields between Aundair and Thrane.
956 YK : Valénar declares independence.
958 YK : The Eldeen Reaches declare independence.
959 YK : Battle of Silver Lake between Eldeen and Breland.
961 YK : Siege of Shadukar (Karrnath and Thrane).
962 YK : Alliance between Zilargo and Breland. Thrane’s ‘Sweet Revenge’ against Karrnath.
965 YK : Modern warforged appear on the battlefields.
969 YK : Darguun declares independence.
970 YK : Battle of Marguul Pass.
971 YK : Third siege of Korth, by Cyre.
974 YK : Raid on Rekkenmark by Thrane.
976 YK : Regent Moranna of Karrnath outlaws the Emerald Order.
979 YK : Massacre of Thrane’s Arythan Keep by Cyre.
982 YK : Great Eastern Crusade by the Messengers of Thrane against Cyre and Karrnath.
987 YK : Droaam declares independence. Battle of Cairn Hill.
990 YK : Battle of the Long Night at Fort Bones, against Cyran Valenar mercenaries. First airships in Khorvaire’s skies.
991 YK : The Mror Line holds steady against Karrnath’s assaults. Regent Moranna is removed.
993 YK : The Confused Year.
994 YK : The Day of Mourning. Cyre is now known as the Mournland.
996 YK : Treaty of Thronehold, recognizing the nations of Aundair, Breland, Thrane, Karrnath, Mror, Eldeen, Talenta, Valenar, Darguun, Q’barra and the Lhazaar Principalities. House Cannith is ordered to destroy its creation forges.