Difference between revisions of "Children of Cyre Overview"

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[[File:Eberron_Map_11x17b.jpg|thumb|600px|Left|Map of Khorvaire - New Cyre Region Highlighted]]
 
=Campaign Information=
 
=Campaign Information=
  
 
==Tone and Theme==
 
==Tone and Theme==
 
Many of the core books for the setting go over the "10 Things you Need to Know About Eberron", but for the purposes of this campaign, I'm focusing on three key elements:
 
Many of the core books for the setting go over the "10 Things you Need to Know About Eberron", but for the purposes of this campaign, I'm focusing on three key elements:
#Situations where the lines between good and evil are not clear.  I'm not saying that the characters can't be heroes, but rather, that they will likely be faced with challenging situations, where good-aligned NPCs could come into conflict with the PCs due to their differing goals, or an evil NPC may make for a close (if untrusted) ally..  In Eberron, many of the traditional rules about built-in alignments are not true.  Evil-aligned metallic dragons are as common as good ones, and it's possible to run into good (or at least, neutral) mindflayers.  Clerics can maintain their spellcasting ability without necessarily keeping the same alignment as their god.  A good-aligned character may pay tribute to an evil deity who governs a part of their everyday life.  Meanwhile, a fanatical evil priest may torture the enemies of his religion, all in the name of his Lawful Good deity.  In this setting, being a hero is not a simple matter of always choosing the "good" outcome, but rather, a continual struggle to make the right choices.
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#Situations where the lines between good and evil are not clear.  I'm not saying that the characters can't be heroes, but rather, that they will likely be faced with challenging situations, where good-aligned NPCs could come into conflict with the PCs due to their differing goals, or an evil NPC may make for a close (if untrusted) ally.  In Eberron, many of the traditional rules about built-in alignments are not true.  Evil-aligned metallic dragons are as common as good ones, and it's possible to run into good (or at least, neutral) mindflayers.  Clerics can maintain their spellcasting ability without necessarily keeping the same alignment as their god.  A good-aligned character may pay tribute to an evil deity who governs a part of their everyday life.  Meanwhile, a fanatical evil priest may torture the enemies of his religion, all in the name of his Lawful Good deity.  In this setting, being a hero is not a simple matter of always choosing the "good" outcome, but rather, a continual struggle to make the right choice.
#The world has just come out of a period of one hundred years of war.  A war which was largely unresolved.  Today, the powers still move against one another in an ongoing cold war, and people do not ask '''if''' the Last War will start again, but rather, '''when'''.  While many people truly desire peace and will work hard to preserve it, others are just looking for opportunities to kickstart the conflict.  The scars of the war still lie heavily upon the continent, and the grudges and hatred will take generations to heal.  Many questions about the war still remain unanswered, and the world is clearly in a state of change, with many new nations having been forged out of the old.  In this time of chaos, is peace even possible?
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#The world has just come out of a period of one hundred years of war.  A war which was largely unresolved.  Today, the powers that be still move against one another in an ongoing cold war, and people do not ask '''if''' the Last War will start again, but rather, '''when'''.  While many people truly desire peace and will work hard to preserve it, others are just looking for opportunities to re-ignite the conflict.  The scars of the war still lie heavily upon the continent, and the grudges and hatred will take generations to heal.  Many questions about the war still remain unanswered, and the world is clearly in a state of change, with many new nations having been forged out of the old.  In this time of chaos, is peace even possible?
#Society in Eberron is much more advanced than in traditional D&D settings, owing to the prevalence of magic, and the Dragonborn Houses.  Many features of 19th Century Europe have been replicated through the use of magic.  Newspapers are printed on a daily and weekly basis.  Transportation takes the form of elementally driven trains, and airships.  Communcation between cities is common.  Textiles are mass produced.  Magical lighting is common in the major cities, and the main thoroughfares of smaller ones. Magic is used to increase the production of food, and to breed stronger animals and plants.  Many craftsmen use minor magic to improve the quality of their goods.  But this is not to say that Eberron has a lot of powerful spellcasters.  Better to say that Eberron's magic is broad and wide, but not deep.  There are many, many low powered casters in the world, simple men and women who only know a spell or two to help them with their daily work.  Truly powerful magic is still quite rare.
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#Society in Eberron is much more advanced than in traditional D&D settings, owing to the prevalence of magic, and the Dragonmarked Houses.  Many features of 19th Century Europe have been replicated through the use of magic.  Newspapers are printed on a daily and weekly basis.  Transportation takes the form of elementally driven trains, and airships.  Instant communication between cities is possible.  Textiles are mass produced.  Magical lighting is common in the major cities, and the main thoroughfares of smaller ones. Magic is used to increase the production of food, and to breed stronger animals and plants.  Many craftsmen use minor magic to improve the quality of their goods.  But this is not to say that Eberron has a lot of powerful spellcasters.  Better to say that Eberron's magic is broad and wide, but not deep.  There are many, many low powered casters in the world, simple men and women who only know a spell or two to help them with their daily work.  Truly powerful magic is very rare.
  
 
==Setting==
 
==Setting==
[[File:D&D_-_4th_Edition_-_Eberron_Map_Khorvaire|thumb|600px|Left|Map of Khorvaire]]
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===New Cyre===
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[[File:New_Cyre_Provincial_Map.png|thumb|400px|Right|Map of New Cyre Area]]
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[[File:New_Cyre_Town_Map.jpg|thumb|400px|Left|Map of New Cyre]]
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Children of Cyre starts in, and is centered around the large town of New Cyre, in Northeastern Breland.  New Cyre is a new settlement, land given to the Cyran refugees following the destruction of their homeland.  It has a population of about 2000 people, who are led by Prince Oargev ir'Wynarn, the last remaining member of the Cyran royal family.  Prince Oargev was serving in Breland as an ambassador when the Day of Mourning occurred.  Since then he has worked tirelessly to build a new home for his people.
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New Cyre is an eclectic mismash of peoples.  Many Cyrans from all walks of life have found themselves here, forced to try and build new lives.  Nobles brush shoulders with commoners, and many formerly merchants now till the land, or provide other necessary services.  The centre of town has seen significant development over the past year, and new construction is still under way, while many people still live in the rough tent camp that surrounds the town.  Outside the town, most of the land is dedicated to small farms and agriculture.
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The settlement itself is built on the site of Newhaven, a small town abandoned early in the war due to it's proximity to the war zones.  A number of other small villages and towns dot the surrounding area.
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There is no lightning rail through New Cyre, most new goods are brought in by House Orien caravans every second week.  The road to the east runs towards Fort Kenrun, which guards the pass into the goblinoid nation of Darguun.  Southwest lies the fort of Sterngate which guards another entrance to Darguun as well as entry into the gnomish land of Zilargo.  Finally, to the north lies Starilaskur, a large city, on the lightning rail route, from where you can ride west to Sharn and Aundair, or northeast to Thrane.
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None of the dragonmarked houses have permanent enclaves in New Cyre, but many of them do have representatives, and have interests in the business of the town.
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===Nations of Khorvaire===
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*'''Aundair''' - One of the Five Nations, Aundair is a largely Agrarian nation, known for it's love of knowledge and magic.  Ruled by Queen Aurala ir'Wynarn, Aundair shares an uneasy peace with it's neighbors, especially the Eldeen Reaches to the west (which were once a part of Aundair), and Thrane to it's southeast.
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*'''Breland''' - The largest, and arguably the most powerful of the Five Nations, Breland is a land in upheaval.  It's northern territory is largely rural farmland, while to the south it has a number of large, industrial cities, including the infamous Sharn, City of Towers.  Breland is ruled by King Boranel ir'Wynarn, alongside a partially-elected parliament.
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*'''Darguun''' - A new nation, founded by goblinoids, led by the Lhesh Haruuc Shaarat'kor.  They seized the land from Cyre roughly 30 years ago, and have been formally recognized as a nation by the Thronehold Accords.  Not all of Darguun is under his control however.  The mountains of western Darguun are held by the Dhaakani clans, remnants of the ancient goblinoid empire.
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*'''The Demon Wastes''' - A forsaken land filled with death and ash.  Ruled by demon Rakshasa in their secret cities, it is not a land that mortals tread in lightly.  The majority of the hand is occupied by savage, demon-worshiping barbarians.  The border is a massive series of tunnels and scars in the earth known as the Labyrinth, which itself is guarded by tribes of noble barbarians, who do their best to ensure that none enter, and, more importantly, that none leave.
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*'''Droaam''' - The nation of monsters.  Ruled by a trio of hags known as the Daughters of Sora Kell, Droamm came into existence late in the war when Breland abandoned this territory.  Although denied recognition as a formal nation, none would dispute the threat posed by this kingdom, since large numbers of ogres, giants, trolls, harpies, and other monstrous creatures call it home.
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*'''The Eldeen Reaches''' - A vast forest nation, which declared its independence from Aundair during the Last War.  When Aundair pulled it's troops back from the territory, the locals were left to fend for themselves against bandit lords and pirates from Lhazaar.  The druids and rangers of the region joined together to form the Wardens of the Wood, drove off their enemies and declared their independence.
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*'''Karrnath''' - Of the Five Nations, Karrnath is the nation with the strongest military history, and is known as the birthplace of kings.  From here Galifar, the great uniter was born.  During the war, Karrnath was forced to rely on undead troops to offset early losses and food shortages.  Following the Day of Mourning, Karrnath has been one of the strongest proponents for peace, alongside Breland.  Ruled by King Kaius ir'Wynarn III, Karrnath is a military dictatorship, where the Code of Kaius rules.
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*'''Lhazaar Principalities''' - An archipelago off the northeastern edge of Khorvaire, the Lhazaar Principalities are a series of island kingdoms, ruled by pirate princes.  The current ruler is High Prince Ryger ir'Wynarn, leader of the Seadragons, although his grip is only as strong as his fleet.
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*'''The Mournland''' - The devastated remains of once-beautiful Cyre, the Mournland is now a cursed land.  Horrible monstrosities roam its interior, and its border is guarded by the Dead-Grey Mist.  Within the rules of the natural order do not seem to apply... bodies from battles remain preserved from the day they died, and wounds refuse to heal.  Despite this, a mysterious warforged know only as the Lord of Blades gathers allies, and forms a warforged nation.  although whether he is prophet or a warlord remains to be seen.
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*'''Mror Holds''' - These mountains have been held by the dwarven clans for thousands of years.  The clans spent most of that time warring upon one another, as well as the orcs who also call the Ironroot mountains home.  A thousand years ago, the dwarves were conquered by the Karrns, who brought them enforced peace.  Since then, the dwarves have developed into an economic superpower, with their mines being the primary source of precious metals on the continent.  Today the dwarves are better known as bankers and miners than warriors, but that fierce blood still flows within their veins.
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*'''Q'barra''' - A frontier nation, long the home to lizardmen, dragonborn, and kobolds, Q'barra has seen two waves of human settlers in the past hundred years.  At the start of the war, patriots to the empire of Galifar who refused to bear arms against their brothers struck out and settled the land.  In the past decade, more people have fled the war to Q'barra, along with large numbers of Cyran refugees.  The jungles are an unforgiving place, but these settlers are happy for the chance to build a new home for themselves, despite the dangers.
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*'''The Shadow Marches''' - A desolate land of swamps and moors, the Shadow Marches have been orc territory for more than thirty thousand years.  Today the land is a mix of orcish tribes, following their ancient beliefs, and the human clans who settled in the region thousands of years ago.  A rough land, the civilized world would have nothing to do with it, were it not for the vast deposits of Eberron dragonshards.
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*'''The Talenta Plains''' - Home to the nomadic halfing tribes, best known for their dinosaur mounts, the Talenta Plains were held by Cyre and Karrnath prior to the Last War, although in truth neither nation had much sway in the territory.  During the Last War, the halfling nomads formed a nation of nations, each tribe coming together for the common good.  As such, the Talenta Plains were formally recognized as a nation during the Thronehold Accords.
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*'''Thrane''' - Thrane was one of the original Five Nations going back to the founding of Galifar.  700 years ago a powerful demon was loosed upon the world, and a paladin, Tira Miron, rallied the people against it.  She sacrificed her life to imprison the demon in a pillar of silver flame.  Over time, a religion formed around the Silver Flame, and today that religion is at the heart of Thrane.  Thrane is a theocracy under the rule of Jaela Daran, the Keeper of the Flame, the spiritual and temporal ruler of the nation, who rules alongside the Council of Cardinals.
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*'''Valenar''' - Summoned to Khorvaire by Cyre early in the war, the Valaes Tairn elves of Aerenal came to serve as mercenaries in the war.  For thirty years they fought on behalf of Cyre, and then, suddenly declared that they, having paid for the land with blood, and having ancient ties to it, claimed southern Cyre for themselves, forming the nation of Valenar.  Today the elves ignore the peace of Thronehold, and continue their raids against Karrnath, Q'barra, and the Talenta Plains, and appear to have no plans to end their aggression.
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*'''Zilargo''' - A small nation, the homeland of the gnomes was always independent.  Even when the ancient King Galifar marched his armies on Zilargo, they simply met him on the field and surrendered, then proceeded to negotiate for an independent state within the new empire.  The gnomes have long treasured the virtues of cunning and wisdom, and to the outsider they appear to be a happy, simple people.  But dig a little deeper and you will find the complex web of favors, secrets, and debts that the gnomish society truly runs on.
  
 
==Campaign Scope==
 
==Campaign Scope==
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[[File:New_Cyre_Kingdom_Map.png|thumb|400px|Right|Map of Eastern Breland]]
 
I'm planning for this to be a full length campaign, starting from level 1 running until level 20.  With an average session every 1.5 weeks, and some assumptions about the number of sessions for each level, my best guess says the campaign will likely run for about a year and a half.
 
I'm planning for this to be a full length campaign, starting from level 1 running until level 20.  With an average session every 1.5 weeks, and some assumptions about the number of sessions for each level, my best guess says the campaign will likely run for about a year and a half.
  
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==Stat Generation==
 
==Stat Generation==
Standard point buy (27 points) applies.  Please see PHB p. 13 for details.
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Standard point buy (27 points) applies.  See PHB p. 13 for details.
  
 
==Races==
 
==Races==
 
*Humans - Humans are by far the most populous civilized people in Khorvaire.  They control more dragonmarks then any other race.  They are the dominant race in each of the Five Nations.  They come in a variety of shapes and sizes, from a number of different cultures.
 
*Humans - Humans are by far the most populous civilized people in Khorvaire.  They control more dragonmarks then any other race.  They are the dominant race in each of the Five Nations.  They come in a variety of shapes and sizes, from a number of different cultures.
**Cyran - Cyre was always known as the centre of culture and art in ancient Galifar.  Her people loved music and experiment with music and culture in often unconventional ways.  Beauty and magic were the daily bread of the Cyran people, and the land was known as the Jewel of Galifar.  Cyrans were always a passionate and flamboyant people.  In the wake of the Last War, and the Day of Mourning that destroyed their homeland, many of the survivors have fallen into a dark depression.  Others still carry their love of their homeland with them, and are determined to make Cyre great once more.
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**Cyran - Cyre was always known as the centre of culture and art in ancient Galifar.  Her people loved music and experimented with poetry and song in unconventional ways.  Beauty and magic were the daily bread of the Cyran people, and before the war the land was known as the Jewel of Galifar.  Cyrans were always a passionate and flamboyant people, but in the wake of the Last War, and the Day of Mourning that destroyed their homeland, many of the survivors have fallen into a dark depression.  Others still try to carry the memory of their nation with them, and are determined to make regain what they have lost, no matter the cost.
**Karrnathi - Karrnath was always a stark contrast with Cyre.  A cold, northern climate combined with a rich military heritage has forged a grim, serious people.  The nation remains under martial law despite the end of the war, with no end in sight.  Many would consider the Karrnathi to be cold and unfriendly, but despite this, loyalty to their friends, allies, and their land is central to the heart of Karrnath.   
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**Karrnathi - Karrnath was always a stark contrast with Cyre.  A cold, northern climate combined with a rich military heritage has forged a grim, serious people.  The nation remains under martial law despite the end of the war, with no end in sight.  Many would consider the Karrnathi to be cold and unfriendly, but despite this, loyalty to their friends, allies, and their land is central to the heart of every one of them.   
**Thrane - Thrane, and her people, are fiercely dedicated to the Church of the Silver Flame, a Lawful Good religion dedicated to the eradication of supernatural evil.  During the Last War, the monarchy surrendered rulership of the nation, and it was assumed by the Church itself.  The overwhelming majority of Thranes are honest, proud, and passionate people who believe in the Church and its mission.  Despite the presence of zealots, most members of the Church are very tolerant of other religions and beliefs.   
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**Thrane - Thrane, and her people, are fiercely dedicated to the Church of the Silver Flame, a Lawful Good religion dedicated to the eradication of supernatural evil.  During the Last War, the monarchy surrendered rulership of the nation to the Church.  The overwhelming majority of Thranes are honest, proud, and passionate people who believe in the Church and its mission.  Despite the existence of zealots, most members of the Church are very tolerant of other religions and beliefs.   
**Aundairian - Aundair is a land of brave Knights and proud Wizards, of verdant fields, and fragrant vineyards.  Aundair is a land of Chivalry and Magic, with a proud tradition of both.  Her people are know to be proud (some would say arrogant), and the land was only second to Cyre in its beauty and grace.  Beyond this, Audairian loves knowledge, and have many great organizations dedicated to the acquisition and protection of knowledge.  Audairians seems to be particuarly devout people as well, although the subjections of their devotion vary widely from the members of the Sovereign Host, to the Church, to strange cults and religions that have small followings in the cities.
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**Aundairian - Aundair is a land of brave Knights and proud Wizards, of verdant fields, and fragrant vineyards.  Aundair is a land of Chivalry and Magic, with a grand tradition of both.  Her people are know to be proud (some would say arrogant), and the land was only second to Cyre in its beauty and grace.  Beyond this, Audairians love knowledge, and have many great organizations dedicated to the acquisition and protection of information.  Audairians seems to be particularly devout people as well, although the subjects of their devotion vary widely from the members of the Sovereign Host, to the Church of the Silver Flame, to strange cults and religions that have small followings in the cities.
**Brelish - The Brelish people love one thing above all others: freedom.  As a nation they have establish a national, partially- elected parliament which aids the King in governing the country.  Individual farmers have a drive to succeed and improve their own lot in life that is rarely seen in the other nations.  The Brelish tend to exhibit an attitude of acceptance and tolerance which lends a metropolitan air to it's great cities and urban centres.
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**Brelish - The Brelish people love one thing above all others: freedom.  As a nation they have established a national, partially-elected parliament which aids the King in governing the country.  Individual farmers have a drive to succeed and improve their own lot in life that is rarely seen in the other nations.  The Brelish tend to exhibit an attitude of acceptance and tolerance which lends a metropolitan air to it's great cities and urban centres.
 
*Elves - The elves of Khorvaire come from three primary cultures, described below.
 
*Elves - The elves of Khorvaire come from three primary cultures, described below.
 
**Khorvaire - These are the elves which have integrated into human society.  By and large they are of this same character as the human members of the nations from which they hail, although they may have a few distinctly elven perspectives.
 
**Khorvaire - These are the elves which have integrated into human society.  By and large they are of this same character as the human members of the nations from which they hail, although they may have a few distinctly elven perspectives.
**Valenar - The Valenar elves are a proud, warrior culture, dedicated to honoring their ancestor, who battled for freedom against the giants in ancient Xen'drik.  They are experts at guerrilla warfare, and are the finest light cavalary in the world.  Heroic deeds and glory in battle are the two primary virtues of the Valenar.  They value their horses and their patron ancestors above all things, and have made few friends in Khorvaire since their arrival some 70 years ago.
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**Valenar - The Valenar elves are a proud, warrior culture, dedicated to honoring their ancestors, who battled for freedom against the giants in ancient Xen'drik.  They are experts at guerrilla warfare, and are the finest light cavalary in the world.  Heroic deeds and glory in battle are the two primary virtues of the Valenar.  They value their horses and their patron ancestors above all things, and have made few friends in Khorvaire since their arrival some 70 years ago.
**Aerenal - Aerenal is an island nation, which has been stable for millenia.  Her people are insular and reserved, and very few travel outside of their traditional homelands.  They are masters of magic, and an attitude towards death that most outsiders would consider bizarre.  Their ancestors walk among them as undead, brought back to life through positive energy.  These ancient beings rule their people, and guide them.
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**Aerenal - Aerenal is an island nation, which has been stable for millenia.  Her people are insular and reserved, and very few travel outside of their traditional homelands.  They are masters of magic, and they hold an attitude towards death that most outsiders would consider bizarre.  Their ancestors walk among them as undead, brought back to life through positive energy.  These ancient beings rule their people, and guide them.
 
*Dwarves - Dwarves are miners and smiths, and they control most of the natural metals found across the continent of Khorvaire.  Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.
 
*Dwarves - Dwarves are miners and smiths, and they control most of the natural metals found across the continent of Khorvaire.  Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.
 
*Halflings - The halflings of Khorvaire come from two primary cultures, as described below.
 
*Halflings - The halflings of Khorvaire come from two primary cultures, as described below.
 
**Talenta - In their homeland, halflings are nomads who ride domesticated dinosaurs across the wide plains.  The tribes are hunters and gatherers, with a love of stories and song.  Although excellent warriors by nature, the halflings of the Talenta plains have never been interested in conquest, content to protect their lands and sacred sites.
 
**Talenta - In their homeland, halflings are nomads who ride domesticated dinosaurs across the wide plains.  The tribes are hunters and gatherers, with a love of stories and song.  Although excellent warriors by nature, the halflings of the Talenta plains have never been interested in conquest, content to protect their lands and sacred sites.
**Khorvaire - The heritage of the nomad also serves more urbanized halflings well, and halflings have established themselves across Khorvaire as merchants, politicians, barristers, healers, and criminals.  The halflings of the cities blend in with the rest of the population and display only the occasional reminder of their nomadic roots.
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**Khorvaire - The heritage of the nomad also serves mthe ore urbanized halflings well, and halflings have established themselves across Khorvaire as merchants, politicians, barristers, healers, and criminals.  The halflings of the cities blend in with the rest of the population and display only the occasional reminder of their nomadic roots.
 
*Half-Elves - Half-elves are common in Khorvaire.  The race is unique to that continent, where it grew out of the earliest mingling of humans and elves. Half-elves can be as haughty as elves, though they are more able to work comfortably with humans. A few half-elves, fascinated with death and the practices of their Aerenal ancestors, become accomplished necromancers. Others favor their human heritage more strongly, to the point of blending almost invisibly into human society. While the majority of half-elves belong to their own distinct race, elves and humans throughout Khorvaire still intermingle and occasionally produce offspring
 
*Half-Elves - Half-elves are common in Khorvaire.  The race is unique to that continent, where it grew out of the earliest mingling of humans and elves. Half-elves can be as haughty as elves, though they are more able to work comfortably with humans. A few half-elves, fascinated with death and the practices of their Aerenal ancestors, become accomplished necromancers. Others favor their human heritage more strongly, to the point of blending almost invisibly into human society. While the majority of half-elves belong to their own distinct race, elves and humans throughout Khorvaire still intermingle and occasionally produce offspring
 
*Half-Orcs - Half-orcs are rare on Khorvaire, since humans and orcs have never lived in particularly close proximity. In the small, scattered human communities of the Shadow Marches, however, half-orcs are more common, and they can also be found in the western parts of the Eldeen Reaches and Droaam. The orcs of the Shadow Marches live much as the humans do: It is a rustic life, to be sure, but a far cry from their existence as ruthless barbarian hordes in the distant past. Half-orcs are just as civilized as the humans of the region, and often look almost human despite their size and strength.
 
*Half-Orcs - Half-orcs are rare on Khorvaire, since humans and orcs have never lived in particularly close proximity. In the small, scattered human communities of the Shadow Marches, however, half-orcs are more common, and they can also be found in the western parts of the Eldeen Reaches and Droaam. The orcs of the Shadow Marches live much as the humans do: It is a rustic life, to be sure, but a far cry from their existence as ruthless barbarian hordes in the distant past. Half-orcs are just as civilized as the humans of the region, and often look almost human despite their size and strength.
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==History==
 
==History==
 
Please give some thought to what your character was doing during The Last War, and how it affected their life.  Also, with the campaign being centered around New Cyre, I'd advise players to have their characters either be Cyran, or to have a good reason for being invested in the community.
 
Please give some thought to what your character was doing during The Last War, and how it affected their life.  Also, with the campaign being centered around New Cyre, I'd advise players to have their characters either be Cyran, or to have a good reason for being invested in the community.
 
=Optional Rules & Houserules=
 
 
==New Feat: Dragonmark==
 
You have a magical mark that indicates you are a member of one of the dragonmarked houses. Select one of the options from the Dragonmarks table, you must belong to the race listed.
 
You gain the ability to innately cast spells and cantrips, as summarized in the Dragonmark Benefits table, using the spellcasting ability listed under the Ability column. You cast each spell at its lowest level. You may cast a cantrip granted by this ability at-will. Other spells, once cast this way, require you to complete a long rest before you can cast it innately again. You must still expend any material components. Your dragonmark confers the following benefits:
 
*When you first take this feat, you gain the least dragonmark. You learn the spells listed under the Least column as well as the Cantrip column.
 
*At 5th level and higher, your mark becomes more potent, improving to lesser dragonmark. You also learn the spell listed under the Lesser column.
 
*At 9th level and higher, your mark’s power increases again, becoming a greater dragonmark. You also learn the spell listed under the Greater column.
 
 
'''SPECIAL:''' A 1st-level character may reduce their starting point buy pool from 27 to 22 points to begin play with this feat.
 
'''SPECIAL:''' Alternatively, you may select the Magic Initiate feat to represent an aberrant dragonmark.
 
 
{| class="wikitable"
 
|'''Mark'''
 
|'''House'''
 
|'''Race'''
 
|'''Ability'''
 
|'''Cantrip'''
 
|'''Least'''
 
|'''Lesser'''
 
|'''Greater'''
 
|-
 
|Detection
 
|Medani
 
|Half-elf
 
|Wisdom
 
|Mage hand
 
|Detect magic
 
|Detect Thoughts
 
|Clairvoyance
 
|-
 
|Finding
 
|Tharashk
 
|Half-orc, human
 
|Wisdom
 
|Mage hand
 
|Identify
 
|Locate object
 
|Clairvoyance
 
|-
 
|Handling
 
|Vadalis
 
|Human
 
|Wisdom
 
|Druidcraft
 
|Speak with animals
 
|Beast sense
 
|Conjure animals
 
|-
 
|Healing
 
|Jorasco
 
|Halfling
 
|Wisdom
 
|Spare the dying
 
|Cure wounds
 
|Lesser Restoration
 
|Revivify
 
|-
 
|Hospitality
 
|Ghallanda
 
|Halfling
 
|Charisma
 
|Friends
 
|Unseen servant
 
|Rope Trick
 
|Leomund's Tiny Hut
 
|-
 
|Making
 
|Cannith
 
|Human
 
|Intelligence
 
|Mending
 
|Identify
 
|Magic weapon
 
|Fabricate
 
|-
 
|Passage
 
|Orien
 
|Human
 
|Intelligence
 
|Light
 
|Expeditious retreat
 
|Misty step
 
|Teleportation circle
 
|-
 
|Scribing
 
|Sivis
 
|Gnome
 
|Intelligence
 
|Message
 
|Comprehend languages
 
|Sending
 
|Tongues
 
|-
 
|Sentinel
 
|Deneith
 
|Human
 
|Wisdom
 
|Blade ward
 
|Compelled duel
 
|Blur
 
|Protection from energy
 
|-
 
|Shadow
 
|Phiarlan, Thuranni
 
|Elf
 
|Charisma
 
|Dancing lights
 
|Disguise self
 
|Darkness
 
|Nondetection
 
|-
 
|Storm
 
|Lyrander
 
|Half-elf
 
|Intelligence
 
|Shocking grasp
 
|Fog cloud
 
|Gust of wind
 
|Sleet storm
 
|-
 
|Warding
 
|Kundarak
 
|Dwarf
 
|Intelligence
 
|Resistance
 
|Alarm
 
|Arcane lock
 
|Magic circle
 
|}
 
 
==Resurrection Magic==
 
The spells Raise Dead, Resurrection, True Resurrection, and other methods of raising the dead do not exist in Eberron.  The sole exception is the spell Revivify, which functions as normal.  While their are legends and stories of men women brought back to life, rescued from Dolurrh, there has never been a case of recorded history.
 
 
==Alignment==
 
Alignment restrictions for clerics are relaxed.  As are monster's natural alignment tendencies.
 
 
==Challenge Rating==
 
It is possible for a character to get a description on any other character's or being's challenge rating merely by observing them.  Pictures are not sufficient to get an accurate reading.  The categories are:
 
 
{| class="wikitable"
 
|Category     
 
|Challenge Rating
 
|-
 
|Strong
 
|1 - 4
 
|-
 
|Mighty
 
|5 - 10
 
|-
 
|Paragon
 
|11 - 15
 
|-
 
|Epic
 
|16 - 20
 
|-
 
|Legendary
 
|21+
 
|}
 
 
==Official Optional Rules==
 
{| class="wikitable"
 
|Rule
 
|Description
 
|Reference
 
|-
 
|Potion Miscibility
 
|A chance when combining potions that they could have unexpected effects.
 
|DMG. 140
 
|-
 
|Scroll Mishap
 
|A chance of mishap occurs when reading a spell from a scroll.
 
|DMG. 140
 
|-
 
|Diagonals
 
|Diagonals are counted as 7.5 feet of movement (15 feet for every 2 diagonals)
 
|DMG. 252
 
|-
 
|Fear and Horror
 
|When confronted with overwhelming threats, or cosmic horror, the characters may become frightened, or mad.
 
|DMG. 266
 
|-
 
|Action Options
 
|Climbing onto a bigger creature, disarming, overrunning, shoving aside, and tumbling. (No marking)
 
|DMG. 271
 
|-
 
|Variant Human
 
|Humans who start with a feat and an extra skill proficiency.
 
|PHB. 31
 
|-
 
|Multiclassing
 
|Characters may have levels in multiple classes.
 
|PHB. 163
 
|-
 
|Feats
 
|Special traits that characters can choose from when they level up.
 
|PHB. 165
 
|-
 
|}
 

Latest revision as of 12:02, 22 November 2015

Map of Khorvaire - New Cyre Region Highlighted

Campaign Information

Tone and Theme

Many of the core books for the setting go over the "10 Things you Need to Know About Eberron", but for the purposes of this campaign, I'm focusing on three key elements:

  1. Situations where the lines between good and evil are not clear. I'm not saying that the characters can't be heroes, but rather, that they will likely be faced with challenging situations, where good-aligned NPCs could come into conflict with the PCs due to their differing goals, or an evil NPC may make for a close (if untrusted) ally. In Eberron, many of the traditional rules about built-in alignments are not true. Evil-aligned metallic dragons are as common as good ones, and it's possible to run into good (or at least, neutral) mindflayers. Clerics can maintain their spellcasting ability without necessarily keeping the same alignment as their god. A good-aligned character may pay tribute to an evil deity who governs a part of their everyday life. Meanwhile, a fanatical evil priest may torture the enemies of his religion, all in the name of his Lawful Good deity. In this setting, being a hero is not a simple matter of always choosing the "good" outcome, but rather, a continual struggle to make the right choice.
  2. The world has just come out of a period of one hundred years of war. A war which was largely unresolved. Today, the powers that be still move against one another in an ongoing cold war, and people do not ask if the Last War will start again, but rather, when. While many people truly desire peace and will work hard to preserve it, others are just looking for opportunities to re-ignite the conflict. The scars of the war still lie heavily upon the continent, and the grudges and hatred will take generations to heal. Many questions about the war still remain unanswered, and the world is clearly in a state of change, with many new nations having been forged out of the old. In this time of chaos, is peace even possible?
  3. Society in Eberron is much more advanced than in traditional D&D settings, owing to the prevalence of magic, and the Dragonmarked Houses. Many features of 19th Century Europe have been replicated through the use of magic. Newspapers are printed on a daily and weekly basis. Transportation takes the form of elementally driven trains, and airships. Instant communication between cities is possible. Textiles are mass produced. Magical lighting is common in the major cities, and the main thoroughfares of smaller ones. Magic is used to increase the production of food, and to breed stronger animals and plants. Many craftsmen use minor magic to improve the quality of their goods. But this is not to say that Eberron has a lot of powerful spellcasters. Better to say that Eberron's magic is broad and wide, but not deep. There are many, many low powered casters in the world, simple men and women who only know a spell or two to help them with their daily work. Truly powerful magic is very rare.

Setting

New Cyre

Map of New Cyre Area
Map of New Cyre

Children of Cyre starts in, and is centered around the large town of New Cyre, in Northeastern Breland. New Cyre is a new settlement, land given to the Cyran refugees following the destruction of their homeland. It has a population of about 2000 people, who are led by Prince Oargev ir'Wynarn, the last remaining member of the Cyran royal family. Prince Oargev was serving in Breland as an ambassador when the Day of Mourning occurred. Since then he has worked tirelessly to build a new home for his people.

New Cyre is an eclectic mismash of peoples. Many Cyrans from all walks of life have found themselves here, forced to try and build new lives. Nobles brush shoulders with commoners, and many formerly merchants now till the land, or provide other necessary services. The centre of town has seen significant development over the past year, and new construction is still under way, while many people still live in the rough tent camp that surrounds the town. Outside the town, most of the land is dedicated to small farms and agriculture.

The settlement itself is built on the site of Newhaven, a small town abandoned early in the war due to it's proximity to the war zones. A number of other small villages and towns dot the surrounding area.

There is no lightning rail through New Cyre, most new goods are brought in by House Orien caravans every second week. The road to the east runs towards Fort Kenrun, which guards the pass into the goblinoid nation of Darguun. Southwest lies the fort of Sterngate which guards another entrance to Darguun as well as entry into the gnomish land of Zilargo. Finally, to the north lies Starilaskur, a large city, on the lightning rail route, from where you can ride west to Sharn and Aundair, or northeast to Thrane.

None of the dragonmarked houses have permanent enclaves in New Cyre, but many of them do have representatives, and have interests in the business of the town.

Nations of Khorvaire

  • Aundair - One of the Five Nations, Aundair is a largely Agrarian nation, known for it's love of knowledge and magic. Ruled by Queen Aurala ir'Wynarn, Aundair shares an uneasy peace with it's neighbors, especially the Eldeen Reaches to the west (which were once a part of Aundair), and Thrane to it's southeast.
  • Breland - The largest, and arguably the most powerful of the Five Nations, Breland is a land in upheaval. It's northern territory is largely rural farmland, while to the south it has a number of large, industrial cities, including the infamous Sharn, City of Towers. Breland is ruled by King Boranel ir'Wynarn, alongside a partially-elected parliament.
  • Darguun - A new nation, founded by goblinoids, led by the Lhesh Haruuc Shaarat'kor. They seized the land from Cyre roughly 30 years ago, and have been formally recognized as a nation by the Thronehold Accords. Not all of Darguun is under his control however. The mountains of western Darguun are held by the Dhaakani clans, remnants of the ancient goblinoid empire.
  • The Demon Wastes - A forsaken land filled with death and ash. Ruled by demon Rakshasa in their secret cities, it is not a land that mortals tread in lightly. The majority of the hand is occupied by savage, demon-worshiping barbarians. The border is a massive series of tunnels and scars in the earth known as the Labyrinth, which itself is guarded by tribes of noble barbarians, who do their best to ensure that none enter, and, more importantly, that none leave.
  • Droaam - The nation of monsters. Ruled by a trio of hags known as the Daughters of Sora Kell, Droamm came into existence late in the war when Breland abandoned this territory. Although denied recognition as a formal nation, none would dispute the threat posed by this kingdom, since large numbers of ogres, giants, trolls, harpies, and other monstrous creatures call it home.
  • The Eldeen Reaches - A vast forest nation, which declared its independence from Aundair during the Last War. When Aundair pulled it's troops back from the territory, the locals were left to fend for themselves against bandit lords and pirates from Lhazaar. The druids and rangers of the region joined together to form the Wardens of the Wood, drove off their enemies and declared their independence.
  • Karrnath - Of the Five Nations, Karrnath is the nation with the strongest military history, and is known as the birthplace of kings. From here Galifar, the great uniter was born. During the war, Karrnath was forced to rely on undead troops to offset early losses and food shortages. Following the Day of Mourning, Karrnath has been one of the strongest proponents for peace, alongside Breland. Ruled by King Kaius ir'Wynarn III, Karrnath is a military dictatorship, where the Code of Kaius rules.
  • Lhazaar Principalities - An archipelago off the northeastern edge of Khorvaire, the Lhazaar Principalities are a series of island kingdoms, ruled by pirate princes. The current ruler is High Prince Ryger ir'Wynarn, leader of the Seadragons, although his grip is only as strong as his fleet.
  • The Mournland - The devastated remains of once-beautiful Cyre, the Mournland is now a cursed land. Horrible monstrosities roam its interior, and its border is guarded by the Dead-Grey Mist. Within the rules of the natural order do not seem to apply... bodies from battles remain preserved from the day they died, and wounds refuse to heal. Despite this, a mysterious warforged know only as the Lord of Blades gathers allies, and forms a warforged nation. although whether he is prophet or a warlord remains to be seen.
  • Mror Holds - These mountains have been held by the dwarven clans for thousands of years. The clans spent most of that time warring upon one another, as well as the orcs who also call the Ironroot mountains home. A thousand years ago, the dwarves were conquered by the Karrns, who brought them enforced peace. Since then, the dwarves have developed into an economic superpower, with their mines being the primary source of precious metals on the continent. Today the dwarves are better known as bankers and miners than warriors, but that fierce blood still flows within their veins.
  • Q'barra - A frontier nation, long the home to lizardmen, dragonborn, and kobolds, Q'barra has seen two waves of human settlers in the past hundred years. At the start of the war, patriots to the empire of Galifar who refused to bear arms against their brothers struck out and settled the land. In the past decade, more people have fled the war to Q'barra, along with large numbers of Cyran refugees. The jungles are an unforgiving place, but these settlers are happy for the chance to build a new home for themselves, despite the dangers.
  • The Shadow Marches - A desolate land of swamps and moors, the Shadow Marches have been orc territory for more than thirty thousand years. Today the land is a mix of orcish tribes, following their ancient beliefs, and the human clans who settled in the region thousands of years ago. A rough land, the civilized world would have nothing to do with it, were it not for the vast deposits of Eberron dragonshards.
  • The Talenta Plains - Home to the nomadic halfing tribes, best known for their dinosaur mounts, the Talenta Plains were held by Cyre and Karrnath prior to the Last War, although in truth neither nation had much sway in the territory. During the Last War, the halfling nomads formed a nation of nations, each tribe coming together for the common good. As such, the Talenta Plains were formally recognized as a nation during the Thronehold Accords.
  • Thrane - Thrane was one of the original Five Nations going back to the founding of Galifar. 700 years ago a powerful demon was loosed upon the world, and a paladin, Tira Miron, rallied the people against it. She sacrificed her life to imprison the demon in a pillar of silver flame. Over time, a religion formed around the Silver Flame, and today that religion is at the heart of Thrane. Thrane is a theocracy under the rule of Jaela Daran, the Keeper of the Flame, the spiritual and temporal ruler of the nation, who rules alongside the Council of Cardinals.
  • Valenar - Summoned to Khorvaire by Cyre early in the war, the Valaes Tairn elves of Aerenal came to serve as mercenaries in the war. For thirty years they fought on behalf of Cyre, and then, suddenly declared that they, having paid for the land with blood, and having ancient ties to it, claimed southern Cyre for themselves, forming the nation of Valenar. Today the elves ignore the peace of Thronehold, and continue their raids against Karrnath, Q'barra, and the Talenta Plains, and appear to have no plans to end their aggression.
  • Zilargo - A small nation, the homeland of the gnomes was always independent. Even when the ancient King Galifar marched his armies on Zilargo, they simply met him on the field and surrendered, then proceeded to negotiate for an independent state within the new empire. The gnomes have long treasured the virtues of cunning and wisdom, and to the outsider they appear to be a happy, simple people. But dig a little deeper and you will find the complex web of favors, secrets, and debts that the gnomish society truly runs on.

Campaign Scope

Map of Eastern Breland

I'm planning for this to be a full length campaign, starting from level 1 running until level 20. With an average session every 1.5 weeks, and some assumptions about the number of sessions for each level, my best guess says the campaign will likely run for about a year and a half.

Character Creation

Stat Generation

Standard point buy (27 points) applies. See PHB p. 13 for details.

Races

  • Humans - Humans are by far the most populous civilized people in Khorvaire. They control more dragonmarks then any other race. They are the dominant race in each of the Five Nations. They come in a variety of shapes and sizes, from a number of different cultures.
    • Cyran - Cyre was always known as the centre of culture and art in ancient Galifar. Her people loved music and experimented with poetry and song in unconventional ways. Beauty and magic were the daily bread of the Cyran people, and before the war the land was known as the Jewel of Galifar. Cyrans were always a passionate and flamboyant people, but in the wake of the Last War, and the Day of Mourning that destroyed their homeland, many of the survivors have fallen into a dark depression. Others still try to carry the memory of their nation with them, and are determined to make regain what they have lost, no matter the cost.
    • Karrnathi - Karrnath was always a stark contrast with Cyre. A cold, northern climate combined with a rich military heritage has forged a grim, serious people. The nation remains under martial law despite the end of the war, with no end in sight. Many would consider the Karrnathi to be cold and unfriendly, but despite this, loyalty to their friends, allies, and their land is central to the heart of every one of them.
    • Thrane - Thrane, and her people, are fiercely dedicated to the Church of the Silver Flame, a Lawful Good religion dedicated to the eradication of supernatural evil. During the Last War, the monarchy surrendered rulership of the nation to the Church. The overwhelming majority of Thranes are honest, proud, and passionate people who believe in the Church and its mission. Despite the existence of zealots, most members of the Church are very tolerant of other religions and beliefs.
    • Aundairian - Aundair is a land of brave Knights and proud Wizards, of verdant fields, and fragrant vineyards. Aundair is a land of Chivalry and Magic, with a grand tradition of both. Her people are know to be proud (some would say arrogant), and the land was only second to Cyre in its beauty and grace. Beyond this, Audairians love knowledge, and have many great organizations dedicated to the acquisition and protection of information. Audairians seems to be particularly devout people as well, although the subjects of their devotion vary widely from the members of the Sovereign Host, to the Church of the Silver Flame, to strange cults and religions that have small followings in the cities.
    • Brelish - The Brelish people love one thing above all others: freedom. As a nation they have established a national, partially-elected parliament which aids the King in governing the country. Individual farmers have a drive to succeed and improve their own lot in life that is rarely seen in the other nations. The Brelish tend to exhibit an attitude of acceptance and tolerance which lends a metropolitan air to it's great cities and urban centres.
  • Elves - The elves of Khorvaire come from three primary cultures, described below.
    • Khorvaire - These are the elves which have integrated into human society. By and large they are of this same character as the human members of the nations from which they hail, although they may have a few distinctly elven perspectives.
    • Valenar - The Valenar elves are a proud, warrior culture, dedicated to honoring their ancestors, who battled for freedom against the giants in ancient Xen'drik. They are experts at guerrilla warfare, and are the finest light cavalary in the world. Heroic deeds and glory in battle are the two primary virtues of the Valenar. They value their horses and their patron ancestors above all things, and have made few friends in Khorvaire since their arrival some 70 years ago.
    • Aerenal - Aerenal is an island nation, which has been stable for millenia. Her people are insular and reserved, and very few travel outside of their traditional homelands. They are masters of magic, and they hold an attitude towards death that most outsiders would consider bizarre. Their ancestors walk among them as undead, brought back to life through positive energy. These ancient beings rule their people, and guide them.
  • Dwarves - Dwarves are miners and smiths, and they control most of the natural metals found across the continent of Khorvaire. Powerful dwarf families mint coinage and operate banks, issue letters of credit, hold loans, and collect debts. Dwarf bankers and merchants wield a great deal of economic power throughout Khorvaire, and they are well respected as a result. To an extent, they are also feared, since dwarves are known to be ruthless in collecting unpaid debts.
  • Halflings - The halflings of Khorvaire come from two primary cultures, as described below.
    • Talenta - In their homeland, halflings are nomads who ride domesticated dinosaurs across the wide plains. The tribes are hunters and gatherers, with a love of stories and song. Although excellent warriors by nature, the halflings of the Talenta plains have never been interested in conquest, content to protect their lands and sacred sites.
    • Khorvaire - The heritage of the nomad also serves mthe ore urbanized halflings well, and halflings have established themselves across Khorvaire as merchants, politicians, barristers, healers, and criminals. The halflings of the cities blend in with the rest of the population and display only the occasional reminder of their nomadic roots.
  • Half-Elves - Half-elves are common in Khorvaire. The race is unique to that continent, where it grew out of the earliest mingling of humans and elves. Half-elves can be as haughty as elves, though they are more able to work comfortably with humans. A few half-elves, fascinated with death and the practices of their Aerenal ancestors, become accomplished necromancers. Others favor their human heritage more strongly, to the point of blending almost invisibly into human society. While the majority of half-elves belong to their own distinct race, elves and humans throughout Khorvaire still intermingle and occasionally produce offspring
  • Half-Orcs - Half-orcs are rare on Khorvaire, since humans and orcs have never lived in particularly close proximity. In the small, scattered human communities of the Shadow Marches, however, half-orcs are more common, and they can also be found in the western parts of the Eldeen Reaches and Droaam. The orcs of the Shadow Marches live much as the humans do: It is a rustic life, to be sure, but a far cry from their existence as ruthless barbarian hordes in the distant past. Half-orcs are just as civilized as the humans of the region, and often look almost human despite their size and strength.
  • Gnomes - Gnomes harbor a thirst for knowledge that can only be described as lust. They believe that every piece of information, no matter how trivial, may someday have value. Combined with a meticulous discipline, this love of knowledge makes gnomes superb librarians, accountants, bards, and alchemists, but this attitude has a sinister side as well. The same talents that make an accomplished bard can produce a skilled spy, and gnome society is filled with webs of intrigue and blackmail that often pass completely unnoticed by human eyes. Like the dwarves, the gnomes have no history of empire building, but their talents for diplomacy and espionage have allowed them to maintain their independence throughout the history of Khorvaire. In addition to their skill as alchemists, gnomes have mastered the art of elemental binding, which they use to power the ships and other vessels they construct in the dry docks and shipyards of Zilargo.
  • Changelings - Changelings are subtle shapeshifters capable of disguising their appearance. They evolved through the union of doppelgangers and humans, eventually becoming a separate race distinct from either ancestral tree. They do not possess the full shapechanging ability of a doppelganger, but they can create effective disguises at will. This ability makes them consummate spies and criminals, and many changelings live up to that potential.
  • Warforged - Built as mindless machines to fight in the Last War, the warforged developed sentience as a side effect of the arcane experiments that sought to make them the ultimate weapons of destruction. With each successive model that emerged from the creation forges of House Cannith, the warforged evolved until they became a new kind of creature—living constructs. Warforged are renowned for their combat prowess, their size, and their single-minded focus. They make steadfast allies and fearsome enemies.
  • Shifters - Shifters, sometimes called “the weretouched,” are descended from humans and natural lycanthropes, now nearly extinct on Khorvaire. Shifters cannot fully change shape but can take on animalistic features — a state they call shifting. Shifters have evolved into a unique race that breeds true. They have a distinct culture with its own traditions and identity.


If you have a particular race other than the above that you would like to play, please contact me directly and we can discuss how to make it work in play.

Classes

All standard PHB classes are permitted. If you are interested in a class or build from a different source, please let me know so I can review it ahead of time.

History

Please give some thought to what your character was doing during The Last War, and how it affected their life. Also, with the campaign being centered around New Cyre, I'd advise players to have their characters either be Cyran, or to have a good reason for being invested in the community.