Brave Maximus |
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Hey, does anyone have some ideas about how to set the Savage Tide in Eberron without losing all of the Eberron-ish flavor? Who works for dragonmarked houses? Are any of the important houses in Sacerine related to any dragonmarks? How are you converting the gods?
Most importantly, what nation would you place Sacerine in???? At this point I'm thinking of putting Sacerine in Q'Barra, since its close to the "sea princes" who would live in the Lhazar Principalities, and its kind of tropical, and it would keep the campaign the most "pure" without too much political influence with other governments. What do you think?
Chris Manos |
I was thinking OOEC would be my SB. I was not aware of the tie between the SB and Vecna. I thought they were just an world spanning, secretive, racial-purity pushing brotherhood of evil monks.
I'm also thinking the Seekers would fit well as a group from Morgrave U., or probably more likely, the Wayfarers.
Mactaka |
Has anyone else thought that the Scarlet Brotherhood would work well being changed to the Order of the Emerald Claw? Worshipping Vol instead of Vecna works too.
That is totally what I was thinking. It works well esp in the Lhazzar Principalities (big Vol lich up north)
The_Minstrel_Wyrm |
yeah I agree with y'all (sorry no I'm not from the south, it just 'typed' that way) anyway... I think Sasserine will wind up somewhere along Q'Barra/Lhazaar Principalities region. (I like the 'swapping' of Order of the Emerald Claw for Scarlett Brotherhood (or would that be vice versa)). A new group I'm trying to start up will actually start out with the Shackled City AP (set in Eberron and in Q'Barra) and my plan (if all goes well) is to have the players (not necessarily the characters) involved in the three (current) AP's. Like perhaps NPC cohorts/followers of the "Cauldron" group, split off and travel to Diamond Lake (Breland) and get mixed up in the Ebon Triad/Kyuss-Katashka/Lords of Dust plots (i.e. Age of Worms) and while those former NPC's (now the players NEW PC's) get involved in all of that, when they get follwers/cohorts of their own, they travel to Q'Barra/Lhazaar Principalities (Sasserine) and get mixed up in the Savage Tide AP. (I explained that all little "bass-ackwards" and apologize if it confused anybody.) I wouldn't be running these simultaneously, but rather one after the other. (Again if all goes well.)
So, yeah, I also can't wait for the STAP conversion notes for Eberron (and Forgotten Realms.)
hobson1975 |
In another post James confirmed the location of Sasserine in Eberron:
"In Eberron, Sasserine is on the southernmost island of the Lhazaar Principalities, southwest of the gnome-dominated island of Lorghalen."
I agree with most of you that the Scarlett Brotherhood seems like it would fit nicely in as a faction of the claw. Their nautical branch?
I'm wondering though how the abyss and Demogorgon will fit in. I partially hope it doesn't turn out to be part of the Lords of Dust. I am thinking may be more the Daelkyr.
Brave Maximus |
The entire abyss thing could get pretty tricky in Eberron. Without different planes, the politics of the Abyss gets to be screwed up a bit, but they could easily make Demogorgon from some branch of Mabar or Xoriat. It would be great to see some Daelkyr action going on in STAP.
Being in Lhazzar instead of Q'Barra doesn't really change much. Good to know though.
Trollbasher |
Well, besides converting the gods, I am not sure much needs converting for the first part of the adventure. In the Lhazaar Principalities the Dragonmarked houses have little or no influence. They only one I am adding is a small House Sivis outpost. Everyone needs mail, plus the fact the island northeast of the one Sasserine is on is gnomishly dominated. Go Go GNOMES. Now later on in the AP when it goes planar it will get trickier, but for now running the AP with just a few minor tweaks should not be a problem. Now that being said when the heck are the conversion notes coming out :)
Takasi |
They only one I am adding is a small House Sivis outpost.
Another one is House Kundarak. The Eberron version of the Vanderboren Vault screams "dwarf". In our game I made the clerk a greedy dwarf with rings on all of fingers. The party was very suspicious of him, especially after Lavinia told them her father didn't like men who wear jewelry.
Chris Manos |
Fitting House K in would work for me, as one of my players has a Kundarak scion that is out of favor and working hard to get back in favor. He could very easily be sent here to get the vault open. Lav lost the key, he could we sent with the replacement. I've used that hook before with him. He did such a good job before...
I don't see Kundarak as shifty and of dubious moral character. Not all Kundaraks are Platinum Accord in the Aurum.
So many affiliations to create, so little time...
Takasi |
Just a thought: How about changing Demogorgon to The Lord of Eyes and replacing all of the Abyssal content with Xoriat?
Demogorgon could be a denizen of Xoriat; he certainly looks freakish enough, and the Black Pearls fit very well with a Plane of Madness theme.
I'm sure when the notes come out in four or five months from now someone will post "Ah ha! I guessed it right!" Until then we'll wait and see. It's good to see that the Paizo conspiracy isn't 100% successful; we won't see EVERYONE switch over to Greyhawk in frustration due to lack of notes! ;o)
buddhaSMASH |
buddhaSMASH wrote:Just a thought: How about changing Demogorgon to The Lord of Eyes and replacing all of the Abyssal content with Xoriat?Demogorgon could be a denizen of Xoriat; he certainly looks freakish enough, and the Black Pearls fit very well with a Plane of Madness theme.
I'm sure when the notes come out in four or five months from now someone will post "Ah ha! I guessed it right!" Until then we'll wait and see. It's good to see that the Paizo conspiracy isn't 100% successful; we won't see EVERYONE switch over to Greyhawk in frustration due to lack of notes! ;o)
Four or five months?! Forget that! I'll just make my own conversion. :-P
Sben |
I'm sure when the notes come out in four or five months from now someone will post "Ah ha! I guessed it right!" Until then we'll wait and see. It's good to see that the Paizo conspiracy isn't 100% successful
What Takasi doesn't know, of course, is that the notes have already been posted. That he hasn't seen them, nor the announcements of their posting, and that he keeps seeing other people complaining about them not being posted yet, is in fact part of the far-reaching Paizo conspiracy to get him to switch to Greyha--
But I've said too much.
MarkB |
Should the Vanderborens be tied to one of the dragonmarked houses? If so which one would work best?
Personally, I'm keeping the dragonmarked houses well out of Sasserine - they have an agent or two there, but no bricks-and-mortar presence. The local guilds, and before that the Sea Princes, saw to that.
If you want to include the Houses more prominently, the obvious one to tie the Vanderborens to is House Lyrandar. However, given some of the activities Lavinia's parents were involved in, a less-obvious tie might be to House Phiarlan or House Thuranni, though obviously this wouldn't be a blood tie (unless you completely re-do the family as elves).
Chris Manos |
I'm keeping the D-marked Houses out of Sasserine. One of the characters, a Kundarak heir, is going to be sent there to evaluate the possibility of establishing a foothold there.
My Isle of Dread is going to be somwehere in the south seas. Xen'drik would be a bit too big a place to make into the Isle, But I can definitely see the central plateau being an ancient Giant city that was overcome by the initial savage tide.
MarkB |
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Since the official conversion notes seem to be delayed again, I'm having to go ahead and make my own for my game. I thought I'd post them here in case they're of any use to others.
So far, I've been working on the major faiths of Sasserine:
[size=3]Savage Tide - Eberron Conversion Notes[/size]
DEITIES AND FAITHS
Azure District
(Osprem = Boldrei, Xerbo = Kol Korran, Procan = The Devourer)
The Azure Cathedral is almost unique in Eberron as a single faith that encompasses elements of both the Sovereign Host and the Dark Six. Sailors seeking a good voyage pray at one or more of the temple's three altars, according to their needs. To Boldrei, god of Community and Hearth, they pray for safety and good fortune on their voyage. To Kol Korran, god of Trade and Wealth, they pray for a profitable and successful trading journey. And those who fear an ill voyage approach the third altar, constructed from planks and spars recovered from shipwrecked vessels, to leave offerings and entreaties to The Devourer, god of deep waters, maelstrom and reef, in the hope that he will avert his attention from their coming voyage.
The priests of the Azure Cathedral consider The Devourer to be a force of nature personified. Rather than a being of evil, they see him as a balance between the surface world and the larger realm beneath the sea - not a pleasant deity, but a necessary one.
Clerics of the Azure Cathedral may choose their domains from amongst those of Boldrei, Kol Korran and The Devourer.
Champion's District
(Kord = Dol Dorn)
Citizens of the Champion's District most commonly worship Dol Dorn, venerating him both through their devotions at the temple known as the House of Dol Dorn and through spectating or competing at the Sasserine Arena.
The Scarlet Brotherhood also maintain a presence here in the form of the Scarlet Embassy, but if the sinister Brotherhood have a connection to any one particular deity of Eberron, it is known only to them.
Cudgel District
(St. Cuthbert = sub-sect of the Silver Flame)
Citizens of Cudgel District venerate the legendary figure of St. Cuthbert. One of the earliest champions of the Silver Flame, and the first to take the faith beyond the shores of Khorvaire, the cleric Cuthbert and his order of templar knights are said to have built and sailed a magnificent vessel in pursuit of a terrible band of fiend-commanded pirates who had been pillaging towns all along Khorvaire's southern coast. The knights tracked the pirates back to their lair in the Lhazaar Principalities and destroyed them, Cuthbert sacrificing his own life in the defeat of the most terrible fiend. His followers, finding that the Principalities were a lawless realm where evil could take root and flourish all too easily, dispersed amongst the various communities of the islands, to bring the word of the Silver Flame to the people of these forsaken lands.
Whilst most shrines to the Silver Flame in the Principalities maintain strong ties with the parent faith in Thrane, those of a few more isolated communities, including Sasserine, have personified their faith in the form of the legendary St. Cuthbert. While their core beliefs are similar to those of the Silver Flame, they place a greater emphasis upon retribution and punishment.
Clerics and Paladins of St. Cuthbert are considered to be worshippers of the Silver Flame for the purposes of qualifying for feats and prestige classes. However, the domains of this version of the faith are Exorcism, Destruction, Law and Protection, and their favoured weapon is St. Cuthbert's accustomed weapon, the heavy mace.
(Church of Whirling Fury = sub-sect of the Gatekeeper druids)
There is a somewhat more mysterious faith represented in this district, one which has its roots deep in ancient history.
Sixteen thousand years ago, the black dragon Vvaraak appeared to the orcs of the Shadow Marches and taught them the ways of natural magic, creating Khorvaire's first Druidic sect, the Gatekeepers. She charged the Gatekeepers with the task of keeping Eberron safe from extraplanar incursions, and they were indeed instrumental, centuries later, in the defeat of the invasion of the terrible Daelkyr from the plane of Xoriat, the realm of madness.
However, while most Gatekeepers remained true to their druidic roots, respecting the memory of Vvaraak and the task she had charged them with, a handful went further in their veneration of their ancient teacher, to the point of worshipping her as a deity. In their legends, Vvaraak returned during the Daelkyr invasion, taking on the form of a whirling storm of vengeance, and in honour of this aspect of their deity, they call themselves the Church of the Whirling Fury. The priesthood of the Church firmly believe that Vvaraak still exists upon the continent of Argonessen, as either a Great Wyrm or in Ascended form, and they tend to gravitate to the southern islands of the Lhazaar Principalities as the closest they can come to that mysterious continent without leaving civilised lands behind. Most years, a small handful of the faithful summon up the funds and courage to attempt the voyage to Argonessen, though none have returned as yet.
The Church of the Whirling Fury share the Gatekeeper core beliefs of defending Eberron from extraplanar threats. Druids and Rangers of the Whirling Fury are considered Gatekeepers for the purposes of meeting the prerequisites for feats and prestige classes. Although the majority of priests are adepts and experts, their numbers also include Clerics and Dragon Shamans. The Church's domains are Earth, Exorcism, Gatekeeper, Plant and Protection. A cleric who takes the Gatekeeper domain gains the benefits of the Gatekeeper Initiate feat, except that he treats the listed spells as his domain spell list rather than adding them to his regular spell list. The Whirling Fury's favoured weapon is the scimitar.
Merchant District
(Temple of Fharlanghn = Temple of the Sovereign Host)
Citizens of this district often worship the Sovereign Host as a whole, though there are a wide variety of faiths in this district.
Noble District
(Wee Jas = Aureon)
The main faith of this district is Aureon, god of Law and Magic. Worship of Aureon took an unusual turn here early in Sasserine's history, when followers of the Blood of Vol attempted to gain a strong foot-hold in the district. The followers of Aureon resisted this faith vigorously, especially its preaching of undeath as a path to divinity, and eventually it was driven from the district. Since then, priests of Aureon have had a particular preoccupation with maintaining the natural and proper order of death, and have made it their duty to oversee proper funeral rites for any citizen of Sasserine.
In 902YK, during the rule of Lord Mayor Orren Teraknian, who worshipped Dol Dorn, a great blow was struck to the faith - fabricated charges were brought claiming that the Church of Aureon was merely a front for worshippers of the Dragon Below, resulting in arrests, persecution and even executions of priests and faithful alike. Although the church eventually cleared its name and recovered, a deep rift had been driven between the followers of Aureon and those of Dol Dorn, one which has yet to be fully healed.
Clerics of Aureon who originate from Sasserine add the Death domain to those available to them.
Shadowshore
(Olidammara = The Traveler, Charmalaine = Olladra)
While the district's formal religion is dedicated to the legendary figure of St. Worgul, many professional thieves pay homage to the Traveler, though finding a formal preist of that faith is difficult.
Sunrise
(Pelor = Dol Arrah)
Citizens of Sunrise most commonly worship Dol Arrah, goddess of Honour, Sacrifice and Sunlight. Some of those who own or work upon the plantations south of the city worship Arawai, goddess of Agriculture, and others worship the Sovereign Host as a whole.
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The above was written for my players' eyes, so there are a couple of elements that I didn't include. I am intending to have the Scarlet Brotherhood be a sub-sect of the Blood of Vol - their maritime equivalent to the Order of the Emerald Claw - and the Church of St. Worgul is a front for worshippers of The Traveler.
Sean Robson |
This is awesome. I doubt very much that the conversion notes will ever be posted, so thanks for sharing, it cuts down on a lot of work. I like everything you've come up with.
The Scarlet Brotherhood also maintain a presence here in the form of the Scarlet Embassy, but if the sinister Brotherhood have a connection to any one particular deity of Eberron, it is known only to them.
In my game, I'm making the Scarlet Brotherhood agents of the Dreaming Dark who are trying to get a foothold in Sasserine to further the future conquest of Khorvaire. One of my players is playing a Kalashtar monk/psychic warrior who has a personal vendetta against the Inspired, so this works well as a subplot in my game.
MarkB |
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This is awesome. I doubt very much that the conversion notes will ever be posted, so thanks for sharing, it cuts down on a lot of work. I like everything you've come up with.
Thanks.
MarkB wrote:In my game, I'm making the Scarlet Brotherhood agents of the Dreaming Dark who are trying to get a foothold in Sasserine to further the future conquest of Khorvaire. One of my players is playing a Kalashtar monk/psychic warrior who has a personal vendetta against the Inspired, so this works well as a subplot in my game.The Scarlet Brotherhood also maintain a presence here in the form of the Scarlet Embassy, but if the sinister Brotherhood have a connection to any one particular deity of Eberron, it is known only to them.
I probably would have gone with the Dreaming Dark if my game had a heavier psionics focus, but as it is, I decided that, what with the 'scarlet' theme, the Blood of Vol would be a better group to tie them into.
Here's part two - the (very limited) influence of the Dragonmarked Houses in Sasserine:
THE DRAGONMARKED HOUSES
Sasserine has been all but completely cut off from mainland Khorvaire for much of its existence, and the Dragonmarked Houses have never established a major foothold there. House Cannith has trading agreements with a couple of wholesalers, but sell none of their own wares directly, House Lyrandar's ships occasionally call to trade but they own no facilities in the city, and most of the rest of the Houses are even less well represented - a few contacts here and there, but no bricks-and-mortar presence.
The main exception to this is House Kundarak. They maintain a physical presence in Sasserine, though it's not exactly bricks-and-mortar. The House Kundarak galleon Porvranon's Pledge remains docked toward the western end of the Market district most of the year round, and during working hours it is open for business as a Kundarak Banking Guildhall. Although only relatively limited funds are kept aboard ship, larger transactions may be facilitated through the use of several extra-dimensional safety deposit vaults whose access points are installed aboard ship, allowing larger quantities of funds to be transferred directly to and from more secure Kundarak facilities back on the mainland.
House Sivis also maintains a small presence aboard ship. In addition to providing notary services to ensure secure transactions, they operate a Speaking Stone message station for relatively swift communication with anywhere on the mainland.
House Kundarak guard the safety of their vessel jealously, and always have an ear to the ground for trouble. It is a common belief that if the Porvranon's Pledge puts out to sea without prior notice, it's time to secure your belongings and either stay indoors or leave town, because trouble is surely brewing.
MarkB |
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And with thanks to erian_7 for providing the current Greyhawk date in another thread, here's my version of the Eberron Sasserine timeline, including some minor variances in historical events:
SASSERINE TIMELINE
By Eberron's calendar, the major events in Sasserine's timeline occurred on the following dates:
- 280YK Sasserine is founded by pilgrims from Khorvaire. After the cleric Sasserine, a devotee of Aureon, dies in defeating the island's draconic guardian, her lover Teraknian establishes the city in her name, establishing a line of rulers that continues over the next six centuries.
- 884YK Orren Teraknian takes up rulership of Sasserine. A devotee of Dol Dorn who sees no room for shades of grey in his faith, he discredits the Church of Aureon and strips it of its power, beginning an iron rule that quickly grew unbearable for many of the city's citizens.
- 888YK Driven to desperation under Orren's rule, citizens rise up in revolt as a fleet of ships from the Principalities to the north arrives to conquer the city. Rather than give up any of Sasserine's rich revenues in taxes to the mainland, they conceal all records of the city's existence.
- 894YK On the mainland, King Jarot dies. The Kingdom of Galifar splinters into warring nations and the Last War begins. The Lhazaar Principalities declare their long-standing agreements with the Kingdom of Galifar void and cut off diplomatic ties with the mainland. Over the next ten years, the Principalities devolve into independent princedoms whose relations with each other are shaky at best and outright hostile at worst. Sasserine becomes a political bargaining chip, its rulership traded between princedoms dozens of times, with each new set of governors seeking to strip as many of its resources as possible before it falls out of their hands. The city becomes a shadow of its former self, but the spirit of its citizens remains intact.
- 988YK Assassins of the Scarlet Brotherhood slay the city's current governors as well as Prince Uklonor, ruler of the Diresharks on Questor Isle, under whose governance Sasserine is held. Sasserine quickly claims independence, and Prince Kolberkon, taking over rulership of the Diresharks, formally declines to dispute the claim. Prince Ryger of Regalport, nominal leader of the Principalities, acknowledges Sasserine's independence.
- 996YK On the mainland, the Treaty of Thronehold marks the end of the Last War, officially acknowledging the Lhazaar Principalities as an independent nation.
- 998YK Present day. In the wake of the Sea Princes' rule and the Last War, Sasserine has been rebuilt with astonishing success into a viable and successful city-state.
erian_7 |
And with thanks to erian_7 for providing the current Greyhawk date in another thread
Your welcome!
including some minor variances in historical events
I did similar with my conversion notes for Mystara--stuck pretty close to the magazine timeline, but altered some as needed to better fit in with that world's history. Worked out very well...
Oh, and looking good!
Sean Robson |
And with thanks to erian_7 for providing the current Greyhawk date in another thread, here's my version of the Eberron Sasserine timeline, including some minor variances in historical events:
That is fantastic, Mark. You're one step ahead of me - I was just about to work out the timeline, and now I can just use yours. I'm about to start the adventure path on Saturday night and I still have a million things to finalize before the game; sound tracks, battle maps, etc. so this is a big help.
I was hoping to have a couple of adventures in hand before starting the first one, but I'm still waiting on 140. Hopefully it will arrive before I finish There is no Honor, and I don't screw up any continuity with the next adventure. Oh well, I can't put my players off any longer - into the breach. Yarrr.
MarkB |
Why not make Wee Jas = Vol? Esp with a Vol presence among the Principalities already.
I very seriously considered it, but in the end I decided against it for a few reasons.
First, because I wanted that church unambiguously Lawful Neutral, as in the original source material, and I didn't think a church of Vol as large as that in Sasserine would be able to be that.
Second, Aureon is also God of Magic, as Wee Jas is, and that ties directly in to the specialities of characters from that district. With Vol, that connection is more tenuous.
Third, although my exposure to Greyhawk is minimal, mostly just an aborted online Age of Worms game that didn't get much further than the first chapter, my impression of Wee Jas's connection to death is that it's in the nature of ensuring proper disposition of body and soul after death. Vol is, more or less, the opposite to that, seeing undeath as the path to divinity. If the Blood of Vol presided over Noble district, then Ancestor Island would be an active necropolis where it wasn't safe to walk at night.
Which would be cool, but is a bit of a departure from the source material.
Somnambulant |
How are people incorporating the Inspired in their STAP: Eberron if at all?
I'm pretty much following Keith Baker's advice in his conversion notes where Scarlet Brotherhood == The Inspired.
So the embassy is an embassy for Riedra, and the monk fellow who's a spy is one of the Inspired.
The smugglers are a bunch of Riedrans working for the Inspired, the blockade ships probably have Inspired captains. And the Scarlet Camp at the Isle of Dread is likewise a forward force trying to glean the secrets of the Isle before Khorvairans do.
:)
somnambulant.
Jason Horton |
This entire discussion is very interesting but instead of following Keith Baker's advice and depositing Sasserine in the Lhazaar Principalities I've converted the city to Stormreach in Xen'drik.
It requires a few more changes and I've cut back on the plantations a bit but I've been able to incorporate a lot of old favourites from the previous campaign into the game. i.e. the Wayfinder Foundation has a Stormreach outpost and considerable influence in the city and a few of the dragonmarked houses have established enclaves there, especially the House Lyrandar.
Thanks to Mactaka for suggesting replacing the Scarlet Brotherhood with the Inspired. I was going to use the Emerald Claw but the Inspired is much neater. I can still use Emerald Claw agents in a few places but they featured so heavily in the previous campaign that I didn't want to overdo it.
Has anyone created or converted PHII affiliations for major organisations or are people using the ones listed in Dragon magazine all those months ago? I ask because I've prepared a Wayfinder Foundation, Greensingers, Church of the Silver Flame and Emerald Claw affiliation based on the Dragon mag article if anyone wants to see them. They're currently in Word format but I can convert them to PDF if there's enough interest.
Somnambulant |
Has anyone created or converted PHII affiliations for major organisations or are people using the ones listed in Dragon magazine all those months ago? I ask because I've prepared a Wayfinder Foundation, Greensingers, Church of the Silver Flame and Emerald Claw affiliation based on the Dragon mag article if anyone wants to see them. They're currently in Word format but I can convert them to PDF if there's enough interest.
I'm totally interested in seeing what you've done with them, Jason!
Please send (word is fine) to chris (underscore) slater (at) telus (dot) net
thanks!
chris.
The Dalesman |
This entire discussion is very interesting but instead of following Keith Baker's advice and depositing Sasserine in the Lhazaar Principalities I've converted the city to Stormreach in Xen'drik.
It requires a few more changes and I've cut back on the plantations a bit but I've been able to incorporate a lot of old favourites from the previous campaign into the game. i.e. the Wayfinder Foundation has a Stormreach outpost and considerable influence in the city and a few of the dragonmarked houses have established enclaves there, especially the House Lyrandar.
Thanks to Mactaka for suggesting replacing the Scarlet Brotherhood with the Inspired. I was going to use the Emerald Claw but the Inspired is much neater. I can still use Emerald Claw agents in a few places but they featured so heavily in the previous campaign that I didn't want to overdo it.
Has anyone created or converted PHII affiliations for major organisations or are people using the ones listed in Dragon magazine all those months ago? I ask because I've prepared a Wayfinder Foundation, Greensingers, Church of the Silver Flame and Emerald Claw affiliation based on the Dragon mag article if anyone wants to see them. They're currently in Word format but I can convert them to PDF if there's enough interest.
I'd love to have a copy of those as well, Jason. My email is:
daehith@msn.comMany Thanks!!
Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"
Jason Horton |
I think it would be easier to post them here but I can't. Curses!
However there is an Eberron Yahoo group http://games.groups.yahoo.com/group/eberron/ that will accept files. I shall post what I've done on Tuesday when I'm back in the office with a speedy connection. There's only about 8Mb left so I'll probably convert them to pdf format.
Chimpman |
This entire discussion is very interesting but instead of following Keith Baker's advice and depositing Sasserine in the Lhazaar Principalities I've converted the city to Stormreach in Xen'drik.
Hi Jason,
I actually like this idea alot, and am seriously considering doing it myself. There are some things that don't quite sit right with me yet, and if you (or someone else) have already thought about them, then I'd love to get your input.
1) Given that Sasserine = Stormreach, then where is the IoD located?
2) Related to #1 above: Depending on where you place the IoD, what is the purpose of establishing Farpoint colony?
In some respects Stormreach is already serving all of the functions for Khorvaire that Farpoint serves for Sasserine. Making Stormreach = Sasserine is kind of like saying that the remote trading colony needs to establish its own remote trading colony (ie Farshore). Now, given the size of Xen'drik, this may indeed be very reasonable. In this case Farpoint may be seen as the gateway into another section of Xen'drik. It might also be seen as a possible competitor with Stormreach. Either of these scenarios would allow the placement of the IoD at some location just offshore of the main continent, perhaps further along the eastern coastline. This also puts the IoD closer to Riedran spheres of influence, so would tie in nicely with the adventure as planned (assuming that the Scarlet Brotherhood = Riedrans).
Another possibility I was toying with was making Sasserine a city somewhere along the coast of Q'barra. In this case I would place the IoD somewhere in the Thunder Sea between Xen'drik and Aerenal. It would be a potential way station between Xen'drik and the main continent. A longer travel route for sure, but one that may bypass thr route controlled by the Five Nations (through Shargonn's Teeth). The Q'barrans might see this as a neccessary danger that allows them access to mysteries and treasures on Xen'drik without alerting those traitorn in the Five Nations to their plans. Gaining a reliable foothold to Xen'drik may give them enough power to once again rebuild the (true) Kingdom of Galifar.
Using this option the Riedrans can still be involved (as the Scarlet Brotherhood), and the role of the Crimson Fleet can actually be taken on by any number of other powers (possibly split among several of them). The Lhazaar pirates, Five nations, and even the Dragonmarked Houses themselves might all have reasons for wanting to deny Q'barrans access to Xen'drik.
Chimpman |
Another possibility I was toying with was making Sasserine a city somewhere along the coast of Q'barra. In this case I would place the IoD somewhere in the Thunder Sea between Xen'drik and Aerenal. It would be a potential way station between Xen'drik and the main continent. A longer travel route for sure, but one that may bypass thr route controlled by the Five Nations (through Shargonn's Teeth). The Q'barrans might see this as a neccessary danger that allows them access to mysteries and treasures on Xen'drik without alerting those traitorn in...
Hmmm... I've been thinking about this idea some more and there may be some merit to it. It would require some additional conversions to get it to work, but it might be worth it.
Putting the IoD between Xen'drik and Aerenal, I would likely change the Olmans to elves. The IoD would have been one of their stops on the way to their new home, however perhaps some tribes elected to stay behind. Those were soon decimated by the first Savage Tide (which was perhaps also tied to some of the devestation that happend on Xen'drik during the time of the giants' destruction).
Jason Horton |
1) Given that Sasserine = Stormreach, then where is the IoD located?
If you look at the map in Dungeon 141 and the Xen'drik map in Player's Guide to Eberron then Point A is directly south of the A in Thunder Sea and everything else is in the same place. Therefore the Isle of Dread is south east of Stormreach on the same Longitude as the western coast of Aerenal. I realise that the distances are much greater (I think about four times) so I was planning on having some additional stop off points for supplies.
2) Related to #1 above: Depending on where you place the IoD, what is the purpose of establishing Farpoint colony?
Farpoint would make an excellent trading colony between Argonessen and Xen'drik and between Xen'drik and the frozen continent to the south. Also as a means of exploring the southern part of Xen'drik.
Farpoint may be seen as the gateway into another section of Xen'drik. It might also be seen as a possible competitor with Stormreach.
I think it is too far south to be seen as a competitor. It is already difficult to get to Stormreach and Farshore is even further. I think it would only serve to connect Stormreach to somewhere else.
This also puts the IoD closer to Riedran spheres of influence, so would tie in nicely with the adventure as planned (assuming that the Scarlet Brotherhood = Riedrans).
My thoughts exactly.
Chimpman |
Ok, those replies were fairly similar to some of my own thoughts as well. There is still one more question though, and it's about the Olmans. An island right off the coast of Xen'drik still seems like it should be more likely to be inhabited by elves than by humans. Humans should really be newcomers to the austral continent, so how do you reconcile this? Or will you change the Olmans to elves (and will that impact the storyline at all)?
Jason Horton |
Ok, those replies were fairly similar to some of my own thoughts as well. There is still one more question though, and it's about the Olmans. An island right off the coast of Xen'drik still seems like it should be more likely to be inhabited by elves than by humans. Humans should really be newcomers to the austral continent, so how do you reconcile this? Or will you change the Olmans to elves (and will that impact the storyline at all)?
The original Sarlonan emigrants left the shores of that continent looking for a new home. They settled in Khorvaire and Argonnessen (Seren Barabarians) so why not in Xen'drik.