Hello and thank you for visiting my campaign page I included a lot of information and it may look a bit intimidating but it is all for the sole purpose of letting you know if this is a campaign that is right for you. If you have any question feel free to PM me or post in the topic titled Questions . General Info. This campaign takes place in Eberron and will be using 3.5 rules and material while incorporating a few things from other places such as Pathfinder. Players are expected to have a mic and sessions will begin Saturday nights starting in July(exact time TBA). Any level of player experience is welcome as long as they are willing to cooperate, participate, to act mature, and create an interesting character background. Players will be selected on a first come first serve basis as well as how their character fits the campaign and party and how well I think the player fits the overall group. I am looking for 4 players but I am willing to have up to 6. The tone of the setting will incorporate themes including crime, mystery, post-war tension, intrigue & exploration. In terms of inspiration think: Peaky Blinders, Raiders of the Lost Ark, Sherlock Homes, Game of Thrones, League of Extraordinary Gentlemen, From Hell, The Raven, Penny Dreadful, True Grit, Full Metal Alchemist, The Mummy, Brotherhood of the Wolf, Gangs of New York, Van Helsing, Da Vinci's Demons, The Wild West,The Musketeer, Legend of Zorro, Boardwalk Empire, The Count of Monte Cristo, Wolfman, Pirates of the Caribbean, Perfume, Casablanca, Sleepy Hollow, Turn, Man From U.N.C.L.E., The Order: 1886, Assassin's Creed. In gameplay this translates to roughly 40% Roleplay 60% Action. The campaign will begin in Sharn(a metropolis) and is about the adventurers rise to fame and glory. The Setting The setting takes place in Eberron, if you are unfamiliar with the setting please read the following points:
1. If it exists in the D&D world, then it has a place in Eberron. Eberron is all about using the core elements of the D&D world in new ways and interesting combinations, with some unique elements thrown in. It’s still a D&D setting, so any information for players that appears in another D&D core rulebook or supplement—from the classes and races in a Player’s Handbook to the new powers and other features in a book such as Divine Power—should fit right in to your Dungeon Master’s Eberron campaign. (Of course, your DM always has the final word about what parts of the D&D game are allowed and not allowed in the campaign.)
2. Tone and attitude. Eberron takes all the cinematic action and swashbuckling adventure of traditional D&D games and adds in a strong dose of mystery and scheming. In this campaign, stories don’t always end well, and there isn’t always a right answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving terrible scars behind. Crime and corruption lurk in the largest cities. Your character’s allies might become his or her enemies in the blink of an eye, and well-known agents of evil might provide assistance when it’s least expected. Hidden dragons shape the course of history. Sinister fiends influence the dreams of the unwary. An army of horrors lingers just beyond the edge of reality, struggling to break through. Nothing is exactly what it seems.
3. A world of magic. The setting supposes a world that developed not through the advancement of science, but by the mastery of magic. Magic allows for conveniences and services undreamed of in traditional medieval fantasy. Bound elemental creatures power elemental airships, rail transport, and high-speed ocean vessels. A working class of minor mages uses ritual magic to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.
4. A world of adventure. From the steaming jungles of Aerenal to the colossal ruins of Xen’drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can draw your character and your allies from one exotic location to another across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon might take you from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon below the Library of Korranberg. Through the use of magical transportation, your heroes can reach a wider range of environments during an adventure, and thus deal with a diverse assortment of monsters and challenges.
5. The Last War has ended—sort of. The Last War, which plunged the continent of Khorvaire into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations occupying what was once the kingdom of Galifar. At least overtly, the peace has held for just over a year as the campaign begins. The conflicts, the anger, and the bitter pain of the long war remain, however, and the new nations seek every advantage as they prepare for the next war that they believe will inevitably eventually break out on the continent.
6. The Draconic Prophecy. The dragons, long-lived and patient in all things, seek meaning in the patterns found in the world and the heavens. These patterns play out in the Prophecy, a record of things to come that has been emerging since the creation of the world. The Draconic Prophecy is as complex and unfathomable as the dragons themselves. It hints at events of doom and dread as often as it helps push the world toward exalted events. It seems to point toward transformation rather than destruction, but to most people, the Prophecy remains as alien as the dragons themselves.
7. The Five Nations. The human-dominated civilizations on the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these nations survive to the present day as independent countries; Cyre was destroyed before the start of the campaign. The devastated territory it once occupied is now known as the Mournland. A common oath or exclamation among the people of Khorvaire is “By the Five Nations,” or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and evokes a legendary time of peace and prosperity.
8. A world of intrigue. The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels—economic might, political influence, territory, magical power—each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, temples both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.
9. Dragonmark dynasties. The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. The heads of each house, not technically citizens of any nation, live in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from the dragonmarks—unique, hereditary arcane sigils—that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls. Dragonmarks are said to be the Prophecy written on mortal flesh—a supposition that incenses the dragons.
10. Dragonshards. Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend—Siberys, Khyber, and Eberron, respectively. Each section of the world produces dragonshards, stones and crystals imbued with arcane power. With the aid of dragonshards, dragonmarks become more powerful, elementals are controlled and harnessed, and magic items of all sorts are crafted and shaped. These shards, however, are rare and difficult to come by, making them expensive and often the goals of great quests and adventures.
Additional Information is provided here: <a href="http://inky.org/rpg/eberron/setting.html" rel="nofollow">http://inky.org/rpg/eberron/setting.html</a> Game Mechanics
When rolling Ability Scores roll 4d6 dropping the lowest die six times. Assign the scores to abilities to taste.
Average of Ability Scores must be between 10 & 13 (that means that if you add your six scores up and divide by six you should have a number in between 10 and 13).
You must make a character background(See character questions below). Races allowed includes: Elves, Dwarves, Humans, Halflings, Gnomes, Half-Elves, Half-Orcs, Warforged, Shafters, Changelings, Kalashtar, Kobolts & Goblins First character level hit points are always at maximum. There are two options for hit points on subsequent character levels, you can roll your hit die, or you take 1/2 hd +1 of the maximum hit points. (d4 = 3, d6 = 4, d8 = 5, d10 = 6, d12 = 7). After the 3rd session your turns will include a time limit(exact time TBA). This is done to prevent other players from waiting too long, along with creating a feeling of excitement/urgency during combat. Provided the player wants to he may use the Pathfinder version of a Fighter instead of the 3.5 version Advancement will be slow in this campaign:
1st lvl = 0 Exp
2nd lvl = 3000 Exp
3rd lvl = 7500 Exp
4th lvl = 14000 Exp
5th lvl = 23000 Exp
6th lvl = 35000 Exp
7th lvl = 53000 Exp
8th lvl = 77000 Exp
9th lvl = 115000 Exp
10th lvl = 16000 Exp
11th lvl = 235000 Exp
12th lvl = 33000 Exp
13th lvl = 475000 Exp
14th lvl = 665000 Exp
15th lvl = 955000 Exp
16th lvl = 1350000 Exp
17th lvl = 1900000 Exp
18th lvl = 2700000 Exp
19th lvl = 3850000 Exp
20th lvl = 5350000 Exp
I use Critical and Fumble decks on natural 1s & 20s All expansion material is allowed provided you tell me before hand that your using it, this includes
Complete Warrior
Complete Adventurer
Complete Divine
Complete Arcane
Tome of Battle
Tome of Magic
Expanded Psionics Handbook
Complete Psionics
Magic of Incarnum
Complete Mage
Complete Scoundrel
Complete Champion
Miniatures Handbook
Heroes of Horror
Players Handbook II
Spell Compendium Character Background If you want to play you MUST send me a character background that answers the following questions(it's ok to be vague for some answers). PLEASE DON'T POST IT HERE. Post it here or send it to me via PM.
How old is your character? What does your character look like? Where is your character from? What was their upbringing like? How was it compared to their community? How did the Last War affect them? Their loved ones? Has your character ever served in the military? Are your character's parents still alive? If one or both of your parents are dead when and how did they die? If so who raised you after your parents died? Do you have any siblings? Have any of them died? If any siblings have died how did they die What do your siblings do? What social class is your character from? How has their upbringing affected their world view? Where did your character learn or train their skills? How did your character get started in their chosen class? How do they feel about religion? What is their patron god/gods? What role have they played in the character’s life? What are 3 traits describe your character’s personality? What are your character’s goals in life? What do they want most of all? What are they willing to do to obtain that? How do they feel about: Superiors? Authority figures? Laws? Groups? Government in General? People in General? What are their views on killing? Have they killed before? Who was the first person they killed? How and why? What weapons are their familiar with? How did they learn to use them? What role does honor play in combat? Will they kill an unwary opponent? Will they use force to take what they want? If so, even if it belongs to someone who hasn’t wronged them? Would they accept an opponent’s yield? If yes, even one from a dishonorable opponent? Would they kill someone defenseless? If no, even if directly ordered by a god/superior? What is your character’s view on magic? Does your character have any enemies or allies? What is a ‘friend’ worth? Would you betray them? Sell them out? Would you protect a friend even if it put you in serious danger? What is the value of civilians you’ve never met? Is it worth risking your life for another you don’t know? Why is your character in Sharn? I pledge allegiance too _______. The last thing in the world I’d want is _______. I’ll rest easy when _______. Books are good for _______. Physical weapons are _______. To me money is _______. I learn by _______. The best defense is _______. The best offense is _______. He who runs away _______. When in doubt _______. Thank heavens I always carry _______. My greatest advantage is _______.