
Lordjimbo |

This is the place to begin discussing how we would like to form parties for this Eberron game. I have decided that I want to place a hard limit to the numbers of players in each group which I am setting at 5. However I am willing to run more then two games if necessary to give everyone a chance to play the type of game they want(yes I can handle this, no worries.) I figure we will give this a few days to work itself out, so chat with your fellow players and figure out how well you think your in game desires and character mechanics mesh and compliment each other and who you'd like to have at your side for the foreseeable future in the dark and dangerous world of Eberron!

Blaughter |

Human Witch 6 here and getting ready...
Going to read up on The Twelve tonight, but so far it seems like something Auzshial could be at least loosely connected to.
As for goals, I'm still interested in playing around in the Mournland. Personal goals would include a deceased love one who's body he is trying to track down and bring back. I'm going to come up with some more detail, though any input from the DM/fellow players would be appreciated.

Vaelins von Tywyn |

My personal goals would probably play out in the Shadow Marches or the Demon Wastes, Vaelins tries to peice together shattered memories and search for some meaning in the daelkyr-inspired experiments which were perfomed on me.
The Mournland is another option since as far as Vaelins remembers (which is not much) he is Cyran.

Raeli |

Shifter ranger 1/druid 5 nearly ready for action, along with Karmel, her Valenar warhorse, and Missy, her scruffy black hound. She is excellent at tracking, okay at combat, okay at buffing (mostly anyone with weapons that can become keen...you want to hang out with her).
I can easily see Raeli playing around in Karrnath, loosely tied to The Twelve as a tracker/wilderness guide. She is originally from Lhazaar, and she has very good reason to be poking her nose around Korth. If she is connected to The Twelve, it would also make sense for her to be exploring elsewhere as a tracker.
Personally, I'd prefer not to be in the Mournland, as I'm involved in two games there already and would like to branch out a bit. Of course, it's always good to have a druid around in the Mournland for those goodberries, so if she gets sent there, it won't bother me.
As far as party composition goes, I think it would be particularly fun to have another shifter in her group, and the dragonmarked elf (if that concept wasn't changed somewhere along the line), and Fraust's inquisitive I think would play well next to her.
I don't see a lot of reason for Raeli to be hanging with Vaelins, and his tragic backstory may compete with Raeli's (or not, that's just my first impression).
Here's my most
currect character sheet. At the end, I included an excerpt on the Shadow Schism, mostly for your benefit Lordjimbo. I'll be updating the character sheet in Raeli's profile once I finish selecting equipment.

Liriel |

Windship engineer, well somewhat between jobs at the moment, checking in.
"We're traveling a mile and a half off of the ground, moving faster than the wind. this levitational is a precision instrument. Should I be one bit off in this adjustment, we're going to probably fall to our deaths. This requires the most precise adjustment with no margin for error!" WHAM!
-From "The Log of "Ceran's Folly", available at trendy bookstores throughout Khorvaire.

Lordjimbo |

One idea for forming groups is that if your character has an ambition that is a not very pressing and is a little more of a long walk to achieve (because success is subjective or simply because you need to be higher level to achieve it) is choose to form a party whose immediate goal is pursuing one PCs pressing matter. For example Raeli's ambition has an immediacy to it that calls for action (revenge is a dish best served cold, not frozen solid)If you're her good friend perhaps you would be just as dedicated to bringing her tormentors to justice as she is, all the while gaining XP and treasure so that your moving, at least metagamingly, toward your own goal. Basically this choosing to join a group based on themes. It's up to you guys but it's an idea.

Raeli |

A place to start the discussion...
Proposed Party A: Mournland expedition mounted from Sharn
melee: A-7 Harbinger (motivation: Lord of the Blades?)
amnesiac escaped experiment rogue: Vaelins (searching for lost past in Cyre)
artificer/crafter: Liriel (just got dumped in Sharn when Ceran's Folly was seized)
witch: Auzshial (how can a gravewalker witch not go to the Mournland?)
Proposed Party B: Karrnath, something to do with The Twelve
stealthy assassin tracker: Raeli (Thuranni has close ties with the government of Karrnath)
cross-blooded sorcerer: Ulvak Thirkuira d'Phiarlan (focus on the Shadow Schism and the Dragonmarked Houses; probably the direct tie to The Twelve in the group)
healing and hexing: Lyre Swiftclaw (open backstory, the "other" witch seems a better fit for the Mournland)
arcanist/crafter: Quayne Dovarr (trying to work his way back to Lhazaar?)
Miscellaneous thoughts
Elvombor the elven archer could go in either group; on one hand, I think we could use a strong fighter in group B...on the other, I hate to see Raeli shown up all the time in archery (just kidding, mostly :). I don't know anything about his motivations, so not sure where to suggest he should go.
I'm guessing Kiralinsee might want to tag along to the Mournland, since the instantaneous mass destruction of a country might draw her attention.
Also, I originally had Quayne in Party A since his background puts him in Sharn, but then I thought it might be better to have Quayne and Liriel in different parties, since they are both focused on crafting. Maybe Quayne tried to make it back to Lhazaar after things went south for his family, and his travel funds only got him as far as Karrnath?

Kiralinsee |

Personally I'd like to play a game involving Karrnath and King Kaius. I also think anything heavily involving The Twelve would be pretty cool. But really I'm up for anything. I like everything I've seen about everyone's characters, so I want to play with everyone, but I completely understand why that just isn't feasible. I also understand that my character might not really be a lot of people's cup of tea, so feel free to say if you don't want to play with her. I promise I won't be offended.

Raeli |

By the way, I'm leaving tomorrow for my birthday getaway and will be mostly disconnected from the world wide webs until Friday evening. I will check in here in the morning before I go. I doubt I'll have time before leaving to finish writing up the important scenes from Raeli's backstory that have been bobbing around in my mind for a couple days, but I imagine the list of goals and motivations is plenty to be going on with at this point :).
~Elora

Lordjimbo |

By the way, I'm leaving tomorrow for my birthday getaway and will be mostly disconnected from the world wide webs until Friday evening. I will check in here in the morning before I go. I doubt I'll have time before leaving to finish writing up the important scenes from Raeli's backstory that have been bobbing around in my mind for a couple days, but I imagine the list of goals and motivations is plenty to be going on with at this point :).
~Elora
That's perfectly fine, no rush. Yes you have contributed plenty for me to think about already (although I'm looking forward to more). Happy Birthday btw.

Lordjimbo |

Is the plan that these parties end up running as essentially separate campaigns, or might there be some interaction and exchange between the two quests? I think that it would be very cool if there were.
Mostly Separate Campaigns is what I'm leaning toward. I briefly toyed around earlier today with the idea of crossing the games at various, naturally evolving points for some fun but realized that if I didn't handle it just right I might end up ruining one or both games. Some of what would happen at these crossroads would simply be out of my hands too(without relying on heavy DM fiat). What if the two parties met and decided they don't like each others' faces? Someone's getting a TPK. (obviously this could be easily handled by asking the players of both parties out of game to promise that wouldn't happen but really that is only the simplest example of what could go wrong.)
What I'm definitely leaning towards though is the idea of both parties actions influencing the same world i.e. the museum one group of PCs burnt down in the quest for some mcguffin has it's destruction noted in the Korranberg Chronicle, the favorite publication read religiously by a PC in the other group. That sort of nonsense.

Elvombor Isebring |

Nice, well thought out, we'll see what folks think. Also Elvombor has a pretty interesting back story that's open ended enough to fit in either group I believe (I'm sure another mage will share it soon)
It is now posted to the profile in three sections.
The "Open Backstory" is what Elvom would share about himself. Anybody could know these things if they asked Elvom or others who knew him from the caravans.
The "Secret Backstory" is the story prior to the caravans; if you want to know (OOC) about it, feel free to read. Elvom would not share that information openly, but questions about his spellbook or one-eared black cat familiar are a handhold into that part of his story.
The "Ultimate Goal" is Elvom's reason for adventuring. Since the incident in his secret backstory, he is very selective with whom he will share this goal. (If you want to know OOC, feel free to read it too.) He would probably retire if he were able to meet this goal. Resolving it won't change the shape of the world; thus Elvom's story is a good "also-told" against the backdrop of some of the more epic plots in the party.

Lordjimbo |

Cool, thats how I figured it would run.
We should also have a discussion about how much Vaelins knows about his true backstory, since his memories are of dubious truth.
Agreed. A lot of this really depends on what you'd like out of this character. The amount of info he has at the beginning of the story could be anything from completely oblivious to having it all but one vital piece, really up to you.
On another note I would like more description of who he is as a person and what his situation is before I craft his true history. More about how this all works to feel out the tone and theme of the whole thing. From what I've gathered so far he could be anywhere on the scale of madness between someone who completely remembers his whole (false)life but has a consistently nagging sensation that everything about his existence is just WRONG. To someone who is utterly convinced his memories are fact but each night has horrible dreams where he is tortured and experimented on leaving him exhausted and confused each time he wakes(story line exhausted, not game mechanically). Both are crazy but what works well as a vehicle of revelation in game are slightly different.
I haven't decided what’s actually going on yet, a lot of that will depend on me gaining knowledge of who he is as a character before wedding a mystery story to him.

Lordjimbo |

It is now posted to the profile in three sections.
The "Open Backstory" is what Elvom would share about himself. Anybody could know these things if they asked Elvom or others who knew him from the caravans.
The "Secret Backstory" is the story prior to the caravans; if you want to know about it, feel free to read. Elvom would not share that information openly, but questions about his spellbook or one-eared black cat familiar are a handhold into that part of his story.
The "Ultimate Goal" is Elvom's reason for adventuring. Since the incident in his secret backstory, he is very selective with whom he will share this goal. (If you want to know OOC, feel free to read it too.) He would probably retire if he were able to meet this goal. Resolving it won't change the shape of the world; thus Elvom's story is a good "also-told" against the backdrop of some of the more epic plots in the party.
Very nice.

Saint Caleth |

Saint Caleth wrote:Cool, thats how I figured it would run.
We should also have a discussion about how much Vaelins knows about his true backstory, since his memories are of dubious truth.
Agreed. A lot of this really depends on what you'd like out of this character. The amount of info he has at the beginning of the story could be anything from completely oblivious to having it all but one vital piece, really up to you.
On another note I would like more description of who he is as a person and what his situation is before I craft his true history. More about how this all works to feel out the tone and theme of the whole thing. From what I've gathered so far he could be anywhere on the scale of madness between someone who completely remembers his whole (false)life but has a consistently nagging sensation that everything about his existence is just WRONG. To someone who is utterly convinced his memories are fact but each night has horrible dreams where he is tortured and experimented on leaving him exhausted and confused each time he wakes(story line exhausted, not game mechanically). Both are crazy but what works well as a vehicle of revelation in game are slightly different.
I haven't decided what’s actually going on yet, a lot of that will depend on me gaining knowledge of who he is as a character before wedding a mystery story to him.
It would be more the former. He remembers both his previous life and his captivity, but only as if they were a dream. He also would have strong seneses of deja vu when confronted with anhything from the past he remembers. The memories of his previous life should feel somewhat wrong however.
What he knows concretely is that he was held (probably by the Cult of the Dragon Below) and had experiments performed on him untill a band of adventurers killed his captors and left him to find his own way out of the dungeon. He found the equipment of a "Vaelins von Tywyn" and it seemed familiar, so that is who he assumes he was. He emerged back into the world to find the war over and his remembered homeland obliterated.
He also certainly has continual horrifying dreams of abberations and their daelkyr masters, but I'm deciding if it would be a little over the top to have him have the ocasional daytime hallucination.

Quayne Dovarr |

Why, thank you, Miss Raeli. Your efforts are appreciated. A Sharn and a Korth party are an excellent idea. Also from Lhazaar, we may have some things in common. Quayne can be studying at any of the magical academies, and the Twelve is certainly the closest to Lhazaar. Quayne's mother, Thierra, has never revealed who his father might be, so Quayne could easily be of the Cannith line, and an extra +2 on every Craft check from the Least Dragonmark of Making would be worthwhile too. (I'd just put back Craft Arms and Armour to next level- and still be on track to get Bind Elemental at 9th.)
Five Nations and Dragonmarked both go into the Twelve somewhat, but Dragonmarked is a treasure trove of ideas on how the different Houses ally with and against each other. Mix that with the politics of Karrnath and the possibilities are endless. I tried running a Dragonmarked campaign out of Korth and the plots and conspiracies were boggling, and much fun while they lasted.
So, should Quayne be Dragonmarked or not? Either way, he's sure to be using his talents in the service of House Cannith.

Minainir Aldaren |

Alright. Here's what I have gotten, before I translate it into a block of text for backstory. I'll post it in a timeline fashion.
971 - Creation of A-7: Harbinger. Given his purpose to become a bodyguard and a lethal force, his personality has not been 'installed' into him at this time by his creator - a human from House Cannith whose name was never able to be recalled.
973 - After much time, Harbinger is upgraded with newer installations, such as a blade embedded into his right arm - it extends when his 'combat protocol' is engaged. As his personality was also installed, he found great joy in using it against those who might harm the man who gave him life. This is a very, very important event to him.
974 - His participation in the war, as ordered by his creator, leads to him learning new possibilities in his existence. Perhaps if his master would teach him how to use a forge, he could operate it nonstop, allowing the man time to rest at night and do whatever else he needed. However, his wants are pushed aside as he is put to another front, by order of a war-commander.
975 - His actions were deemed 'not following his purpose' late in the year by his creator, and he is returned to the home, where he is deactivated against his will. He harbors ill will towards him, and all of his kind.
996 - Harbinger activates as part of a fail-safe built into the abode - he finds a journal, and reads it thoroughly, finding he is caught up on the end of the war and the events that led to Cannith's restriction on forges. The journal's owner wrote most of the information in case he ever was reactivated, it seems, though he had since passed on years ago. This plants in him a new goal, that he ultimately fashions into his motive in all things he does - he must find a group of people skilled enough to help him find a lost Cannith forge, so he may reactivate it, and forge a new breed - perhaps a whole civilization of warforged, led by none other than himself. This shows his personality has corrupted from the good intentions it had originally held. In such, he locks the facility, secretive as it was, and heads out. (I'll leave the location for you to decide!) In doing so, he hears of the Lord of Blades, and seeks to replace him.
Over the next two years, Harbinger has upgraded himself through his skills, and embedded his own weapons and gear for easy access and ease of motion. This skill is something he is very, very proud of.
(Most of the embedding is fluff for me - though I will look for the actual rules. I.E. Drawing his scimitar is extending it from a compartment in his right forearm. Hope you don't mind. )
From the associated events I've posted, what I have figured is that Harbinger has a superiority syndrome, very holier-than-thou. As such, he is prone to bouts of ignorance and bliss, and arrogance when tempted enough. It wouldn't be impossible for him to land himself anywhere within the world, as long as it led to any information regarding creation forges and the Lord of Blades. He's open to any situation.
EDIT: Fixed some information - I found a trove regarding what I needed!

Dinoman/KillaKev |

man, apparently I should have come to these messageboards a lot sooner. Most everyone I've ever played with in real life has always focused so heavily on stats and making powerful number golems. It's refreshing to to see so many people actually interested in role-playing. I'm really looking forward to playing this.

Raeli |

Quick post as I'm heading out the door :). Thanks for the birthday wishes!
@ Pryllin - I'm glad you like the suggested changes for Quayne's backstory. It'll be fun to have another character from Lhazaar in the group. As for whether he should be dragonmarked, of course! :) Unless you want him to develop a Siberys mark, anyway. I've never been patient enough to wait for a character to qualify for Heir of Siberys. Anyway, it would really creep Raeli out to have a few dragonmarked members in the party, since she'll have to be careful not to reveal her mark.
@ another_mage - I really like how you organized your background. I think I'll do the same for Raeli, since so much of her story is secret. It really helps to keep OOC knowledge from bleeding into the game. I think Elvom could easily fit into either party. He could be seeking knowledge of the amulet from The Twelve in Korth, working as a mercenary with the party. Or the amulet might have come from Cyre, and he joins up with the expedition from Sharn to learn more.

Lordjimbo |

Good stuff*
Alright that helps me out a great deal thanks. Another question, and this is actually for all the players. When this campaign finally comes to a conclusion what type of ending would you like for your individual character, a happy one or an Eberron one? (satisfying but dark and a bit ambiguous on whether your adventures have really had a positive effect for anyone in the world but you. Basically you get what you want but a question mark is raised about how it effects all those NPCs you've been bantering with the last 20 levels.)

Lordjimbo |

Five Nations and Dragonmarked both go into the Twelve somewhat, but Dragonmarked is a treasure trove of ideas on how the different Houses ally with and against each other. Mix that with the politics of Karrnath and the possibilities are endless. I tried running a Dragonmarked campaign out of Korth and the plots and conspiracies were boggling, and much fun while they lasted.
Hmmm I definitely should get my hands on Dragonmarked at somepoint soon. Otherwise I run the risk of the players knowing more about the setting then I do and messing up their expectations, which leads to all sorts of sillyness. Obviously as the DM I am the final arbiter of how things play out in my version of Eberron and the setting is nothing if not full of unexpected twists but I should definitely try to ensure those twists are intentional=)

Lordjimbo |

Interesting history and character traits*
One thing I would ask is while you're perfectly allowed to be as arrogant and dickish with NPCs as you want play nice with your team mates. I prolly don't even need to tell you that but I've seen groups disintegrate when one player plays a stand offish character and the other characters take exception to it. Just to reiterate what I said back in my original introduction post the only real requirement I have of players is that you be a nice person and play well with others. Also cool character, looking good(and yes the extending arm blade is fine).

Minainir Aldaren |

Oh, above all else I'm a team player. I know how to not immediately go "Oh, you are but a meatbag hahaha, you are not worthy of life!" and so forth.
It takes a lot of skill to play dark heroes, and moreso to play evil in a party of good. My longest campaign was a party of clerics and paladins, and I, the evil assassin of a tyrant, was amongst the party for the RL span of a year and a half.
Needless to say, when the paladin awoke to the rest of the party dead and the rogue missing, there wasn't much else for him to do. (It was the end of the campaign, and the GM had planned for this. It was so cool! )

Lordjimbo |

Oh, above all else I'm a team player. I know how to not immediately go "Oh, you are but a meatbag hahaha, you are not worthy of life!" and so forth.
It takes a lot of skill to play dark heroes, and moreso to play evil in a party of good. My longest campaign was a party of clerics and paladins, and I, the evil assassin of a tyrant, was amongst the party for the RL span of a year and a half.
Needless to say, when the paladin awoke to the rest of the party dead and the rogue missing, there wasn't much else for him to do. (It was the end of the campaign, and the GM had planned for this. It was so cool! )
Lol cool. It's all good. Trying to be a responsible DM for new players I don't know very well yet so I thought I'd reiterate that point to make clear my expectations of the group.

Liriel |

a passage from a book Review of "The Logs of Ceran's Folly" character review section.
One of the more notable minor characters, Liriel Opaline, native of the gnome nation of Zilargo, she was apprenticed to Xorius Canatar, a master artificer affiliated with House Cannith. When the publicly known creation forges of Sharn were closed by treaty, the resulting cutbacks left Liriel on her own as an independent adventurer.
Taking an opportunity she apprenticed herself for passage aboard the windship Ceran's Folly, joining it's crew of privateers and freebooters in various commercial and quasi-legal activities across Khorvaire and later on Xendrik. Becoming master engineer after Rotan's death, she became known for her highly "innovative" approach to modification and the frequent emergency repairs, and occasional escapes established her place in the ship's crew. After the Ceran's Folly was seized in a legal settlement, like most of the Folly's crew, she dropped out of sight and her whereabouts are are unknown today.
Given the improbable nature of the adventure's related in the log, this reviewer shares the popular opinion that Liriel Opaline was the product of the rogue Ceran's fertile imagination.

Lordjimbo |

man, apparently I should have come to these messageboards a lot sooner. Most everyone I've ever played with in real life has always focused so heavily on stats and making powerful number golems. It's refreshing to to see so many people actually interested in role-playing. I'm really looking forward to playing this.
=)

Lordjimbo |

a passage from a book Review of "The Logs of Ceran's Folly" character review section.
One of the more notable minor characters, Liriel Opaline, native of the gnome nation of Zilargo, she was apprenticed to Xorius Canatar, a master artificer affiliated with House Cannith. When the publicly known creation forges of Sharn were closed by treaty, the resulting cutbacks left Liriel on her own as an independent adventurer.
Taking an opportunity she apprenticed herself for passage aboard the windship Ceran's Folly, joining it's crew of privateers and freebooters in various commercial and quasi-legal activities across Khorvaire and later on Xendrik. Becoming master engineer after Rotan's death, she became known for her highly "innovative" approach to modification and the frequent emergency repairs, and occasional escapes established her place in the ship's crew. After the Ceran's Folly was seized in a legal settlement, like most of the Folly's crew, she dropped out of sight and her whereabouts are are unknown today.
Given the improbable nature of the adventure's related in the log, this reviewer shares the popular opinion that Liriel Opaline was the product of the rogue Ceran's fertile imagination.
I really enjoy stuff like this. Players should feel free to add as many details and notes to their character's back story as they wish. It's both fun and gives me more material to draw upon in game.

Lordjimbo |

Another question, and this is actually for all the players. When this campaign finally comes to a conclusion what type of ending would you like for your individual character, a happy one or an Eberron one? (satisfying but dark and a bit ambiguous on whether your adventures have really had a positive effect for anyone in the world but you. Basically you get what you want but a question mark is raised about how it effects all those NPCs you've been bantering with the last 20 levels.)
To explain this further there is obviously alot more choices of endings then: everything works out/everything works out but.... but those two tend to be the most satisfying for most gamers. It might seem like jumping the gun to ask this before we have even begun but I like to write for the ending as it where (makes things more coherent and adds the ability to control pacing) One thing to note about this is that this will truly be a player driven game (go where you like, do what you like) with a real possibility of failure at each stage but I ask: assuming success what tone would you like to your story to be resolved in?

Fraust |

hmmm...things have been progressing very quickly here I see. Not fully caught up with every post, but I've been skimming.
First up, I'm going to be out of town until sat or sunday night with no online access, but I should have my character fully done by monday. I've got skills done and feats started, though of course it's all on the other computer. Background is getting more fleshed out, though it's still purely cerebral at this point. Been looking through backgrounds posted here to try and weave mine in with the group.
Second, I'm cool with a more Eberron flavored ending. My character is dark and broody, I personally am fairly dark and cynical, and fully expect this character to fluctuate in the whole good guy/bad guy role, and likely wind up taking a digger at the end in true Darth Vader style.
Third, I'm leaning more toward the group involving themselves with the Twelve now. Read what I could find (thanks for the heads up on where to look), and believe Auzshial would love getting inbed with something along those lines, in order to use their resources to track down the body of his daughter (decided his kid is the one who died and needs brought back) and find away to resurrect her. I think what I'll do is write up three or four possibilities of where her body is and what's going on with it and let the GM decide which one to use (don't tell me which you pick, I like surprises, and the whole point is the hunt).
Lastly, I may have cut teeth on D&D, but shortly after I received a strong dietary flood of World of Darkness and Shadowrun, so to be perfectly honest, I can tolerate as much in party conflict as is allowed. In other words, it's best to tell me where the limits are than to leave me to find them. And by that, I don't mean to say I'm up for testing my fellow player's (including the GM's) limits, I just mean I'm comfortable with parties that eventually come to blows between characters, assuming all involved are ok with that, and it furthers the story. As has been stated by LJ, that isn't where we are going to take this campaign, so my question is how far should we expect to comfortably take it?

Lordjimbo |

Good stuff*
1. It's all good, we have plenty of time. I look forward to seeing what you design.
2. Sounds good about the ending.3. This sounds like fun.
4. This goes a bit against what I have previously established but bear with me: I'm actually perfectly ok with interparty conflict as you've described (with everyone being ok with it) It can be alot of fun and add intense drama to a game. What I'm leery about is basically this: we are all strangers playing a game on the internet not lifelong friends gathered around a table. We don't instinctively know for sure where each person is coming from and there exists the possibility for miscommunication and irritation. Perhaps even hurt feelings. While we are just playing a game also remember this is a social situation and so my number one rule of be a nice person is rather important (at least in my eyes). PvP can mess up a game pretty bad if anyone gets actually annoyed by it(you should try playing monopoly with my family) so my first inclination is to just avoid it. However you may talk to your fellow players if you wish and if they are on board with that as a possibility than I’m ok with it. In the end I ask that you the player be a nice person, not your character.

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Lordjimbo wrote:To explain this further there is obviously alot more choices of endings then: everything works out/everything works out but.... but those two tend to be the most satisfying for most gamers. It might seem like jumping the gun to ask this before we have even begun but I like to write for the ending as it where (makes things more coherent and adds the ability to control pacing) One thing to note about this is that this will truly be a player driven game (go where you like, do what you like) with a real possibility of failure at each stage but I ask: assuming success what tone would you like to your story to be resolved in?
Another question, and this is actually for all the players. When this campaign finally comes to a conclusion what type of ending would you like for your individual character, a happy one or an Eberron one? (satisfying but dark and a bit ambiguous on whether your adventures have really had a positive effect for anyone in the world but you. Basically you get what you want but a question mark is raised about how it effects all those NPCs you've been bantering with the last 20 levels.)
I think I'll actually let the game BEGIN before I think about an end. :)

Quayne Dovarr |

Dragonmarked it shall be.
Thierra Dovarr was the sort of person who would select someone with power to father her child. When the blue green runes began to manifest on her son's left shoulder, he was more surprised than she was. She had already saved enough wealth to send him to the Twelve and knew they would readily accept and train one of their own. She never revealed Quayne's father to him. When he once asked, she laughed and claimed that it wasn't the man's name she had been interested in. Thierra had provided Quayne every opportunity he needed and he had no real desire to pursue the subject further. But he did know his mother was calculating, and even ruthless when the need arose, and she had not held her principality for over a decade by being short sighted or careless. Quayne is worried by the loss of contact with his mother, but is not foolish enough to return to an unknown and sensitive political arena unprepared. However, in a nation where respect is attributed based on the fleet under a person's command, it would be an obvious advantage to build, own and captain a ship that could sail through the air. As far as Quayne is concerned the only thing preventing him from this course of action is the passage of time, and he already has some crew members in mind. Soon, Mother. Soon I shall return.
Will update stats this weekend. :-)