End of AOW in Eberron...inherit a kingdom?


Age of Worms Adventure Path


What kingdom will your PC's inherit? How will this change the scope of Eberron, where your PC's are literally the most powerful mortals in existence.

Assuming the PC's retire as the rulers, and you start up AP3 with new PC's, how are you going to change the political dynamics of the game?


well, from what I have heard here on line, people have been taking a wide range of options as to where to set the various parts of AoW in Eberron, so this is only my personal answer. Keith Baker's conversion notes put Alhaster in the Lhazar Principalities on the NE end of Khorvaire, specifically between Skairn and Tantamar - making it a pivotal but not major princedom (also presumably because the Lhazaarites value seafaring most and Zeech isn't the seacaptain type). This is fine with me in general, but I don't like the location between Skairn and Tantamar. I decided to place Alhaster farther east and south, specifically south of Cliffscrape, north of Q'barra, and east/northeast of the Boneyard. The advantages to this being several:

1) It's on the edge of the Lhazaar territory so Zeech's peculiarities seem to fit in better

2) It's a port between Q'Barra and Lhazaar so that emphasizes A;haster's role as a trading port and haven for nefarious types from both regions

3) Taking Baker's placement of the Rift Canyon as being Goradra Gap in Eberron's Mror Holds, this allows a quick airship run from Alhaster to Goradra along the Ironroot Mountains without passing over any inhabited area (going from the location between Skairn and Tantamar you need to pass over/thru the most populated areas of the Mror Holds

4) It lets me put the city of Saltmarsh (from DMGII) on the Q'Barra coast along the Basura Swamp peninsula that faces Tempest Isle, setting up a nice little area of trade and further adventures

5 and relating most to your question) This leaves the PC's controlling and independent kingdom between Lhazaar and Q'Barra with Talenta & Mror just over the mountains, linking Cliffscrape to Slatmarsh and other Q'Barran ports. As epic level characters they may take on the Dragon hiding in the Q'Barran ruins, or seek to become Dread Pirates and terrorize or rule the Lhazaar Princapalities, while also facing growing influence from the Inspired in Q'Barra and the threat of Erandis d'Vol from the north.

Anyway - that's my take on it

For me that doesn't directly change the politics of Eberron. The most major effect is that there are these powerful heroes in the eastern fringe not under anyone's direct influence, but beset on all sides by potential opposition. The PCs couls unify the eastern coasts as a force against Riedra or just be legendary trouble makers out east without really changing the politics of the 5 nations, so it can still go in any direction.


modenstein17 wrote:

well, from what I have heard here on line, people have been taking a wide range of options as to where to set the various parts of AoW in Eberron, so this is only my personal answer. Keith Baker's conversion notes put Alhaster in the Lhazar Principalities on the NE end of Khorvaire, specifically between Skairn and Tantamar - making it a pivotal but not major princedom (also presumably because the Lhazaarites value seafaring most and Zeech isn't the seacaptain type). This is fine with me in general, but I don't like the location between Skairn and Tantamar. I decided to place Alhaster farther east and south, specifically south of Cliffscrape, north of Q'barra, and east/northeast of the Boneyard. The advantages to this being several:

1) It's on the edge of the Lhazaar territory so Zeech's peculiarities seem to fit in better

2) It's a port between Q'Barra and Lhazaar so that emphasizes A;haster's role as a trading port and haven for nefarious types from both regions

3) Taking Baker's placement of the Rift Canyon as being Goradra Gap in Eberron's Mror Holds, this allows a quick airship run from Alhaster to Goradra along the Ironroot Mountains without passing over any inhabited area (going from the location between Skairn and Tantamar you need to pass over/thru the most populated areas of the Mror Holds

4) It lets me put the city of Saltmarsh (from DMGII) on the Q'Barra coast along the Basura Swamp peninsula that faces Tempest Isle, setting up a nice little area of trade and further adventures

5 and relating most to your question) This leaves the PC's controlling and independent kingdom between Lhazaar and Q'Barra with Talenta & Mror just over the mountains, linking Cliffscrape to Slatmarsh and other Q'Barran ports. As epic level characters they may take on the Dragon hiding in the Q'Barran ruins, or seek to become Dread Pirates and terrorize or rule the Lhazaar Princapalities, while also facing growing influence from the Inspired in Q'Barra and the threat of Erandis d'Vol from the north.

Anyway -...

Personally this is some of the best tweaking I've seen done to make it fit in. I like it!


Lex Talinis wrote:
best tweaking

glad you like it, put alot of thought into it...

also ... if you want to do the Red Hand of Doom campaign you could run it as happening in the western portions of Alhaster with a hobgoblins coming out of the mountains... but that would be for a new group of PCs of lower level than any AoW veterans running Alhaster....


Seems like a very good idea....now the hard part is converting Kyuss into Katashka-Kyuss....*chills* I think I hear several PCs dying just thinking about it.

RPG Superstar 2012 Top 16

I did a whole storyline on the latter half of the Path.

I put Diamond Lake as a run-down place called Droog Town on the southern border of Karrnath close to Cyre. The reason it's run down is Last War fallout...and the Mournland not so far away.

The 'Free City' is Karralakton...gladitorial combat fits in perfect with the Karrns, and you don't have to 'sneak' it in the way you do in Sharn. The existence of undead and sneaky sewer systems is a given.

I put Rift Canyon almost on the opposite side of the continent, betweenn Drooam and the Demon Wastes. I figured there were supposed to be giants around, this is where you'd actually have a kingdom of giant-types at, AND the Fane of WOrms is built over the prison of a Rakshasa Rajah (whose power Kyuss is leeching at for his own attempt at Godhood). The notes in the Isle of Storms module make it plain its an army of humanoids fighting Kyuss, not humans...so close to the Eldeen and the Shadow Marches makes sense, too.

'Kyuss' I renamed as the Wormhead, he's the 'missing god' in the Goblin pantheon. He's actually a hobgoblin, and his first attempt at Godhood occured at the height of the Goblin Empire (over 15,000 years ago). That temple, of course, is in Xen'drik...and it was the drow who overran it and bound him within.

Alhastar is southern Lhazaar...he even has the title of 'Prince'. Fits fine as a pirate port.

The "Dark Angel" involvement is actually an extension of plans by the Lords of Dust. By building his fane over the prison of the Rajah, Kyuss was actually being duped...his attempt to free himself would instead result in him being consumed by the Rajah as HE broke free, instead!

Unfortunately, Kyuss is underestimated, and realizes how Dragotha is being manipulated, and so tweaks Lashonna's ambitions to move the obelisk far away for his final ascencion...leaving him free to steal the power of the Age of Worms, abandoning Dragotha who finally realizes what a dupe of the Prophecy he's been, and frustrating the plans of the Lords of Dust...who realize that they are plotting against fiends of other worlds, too (note Lashonna's personal scribe!)
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As a side note, I like to think of long term implications of some of the stuff in the modules.

Realize that the trees around the Nightmare Twist actually make 'food'? It may taste like crap, but it's highly nutritious! Finally a forest worth keeping around!

Anyone know what a Burbur is? Old creature catalog. Eats oozes, slimes, molds, jellies...and little green worms. Dumped six of the them in the sea of worms around the fane, where they can gorge themselves to their hearts delight. Expect to see a lot more burbur and a lot fewer worms on the return.

The 'pods' for the brood fiends make perfect scrying focuses for them. IN my story, the team actually paused in their ascent of the spire to collect peices from every pod so they could track down the missing brood fiends. Note that if you don't, they get destroyed when the Spire collapses, and you have to find them the hard way.

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There are six 'unborn' brood fiends on the way up. These can be inserted anywhere you feel you need to slow the party down very easily.

===Aelryinth

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