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Races and Regions

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Campaign Races and Regions I'll be posting basic information about the different races and regions in the campaign setting so that we have a bit more context about the places and peole in the game.. &nbsp;I'll be speaking VERY generally, so that all of the regions can remain open for future campaign development and so that the races aren't pigeon-holed to where players don't feel like they can have creative freedom with their own ideas to develop. ((( fair warning... I 'll delete posts that squeeze in between informational posts when I need to expand space or clean it up.. but I'll leave things where they are long enough for everyone to get up to speed and the conversation moves on... I'll cut/paste as quotes any post I remove... an effort to keep the relevant information at the front of the thread) BASICS ======= Eberras Campaign setting originally evolved out of a standing D&D campaign set in the Dark Sun setting( Athas ) that through a major event (diety level Wish spell gone wonky) was merged with the Eberron campaign setting. <a href="http://filkearney.deviantart.com/art/Eberras-Shattered-Continent-of-Khorvaire-446577459" rel="nofollow">http://filkearney.deviantart.com/art/Eberras-Shattered-Continent-of-Khorvaire-446577459</a> Dark Sun / Athas standard D&D gone Mad Max. it used to be just what you would expect. forrests, elves, dwarves with a hardon for gold etc etc. then some mage figured out they could use the lifeforce around them to power and supercharge their spells. the responsible ones (Preservers) drew this lifeforce without harming anything/anyone and function much like your standard mages. the powerhungry sociopaths (Defilers) would just consume the lifeforce, resulting in organic matter being turned to ash in a radius around them that scaled with the kind of effect they wanted to produce. for high end spells the best way to go about providing extra juice were sacrifices. drain a human being of life --&gt; boost your spell by X levels or lower the DC of the ritual by X amount. in a completely unexpected turn of events this shit got out of hand realllll quick, turning the planet into a desert warzone and mages into people you're better off killing first and then interrogating later. Due to the harsh conditions, Athasian natives are tough. Your average Athasian dirtfarmer is probably as tough as your standard D&D orc. Clerics either worship the elements (air/earth/fire/water) or a specific outsider ( there are only a handfull of those around and usually at the center of one of the major cities. ) they all have their own agenda. high level clerics allow themselves to be posessed and manifest their god. in turn the outsiders grant their clergy spells. notable additions to playable races include ThriKreen (size medium praying mantises that have 4 arms, don't sleep, and love the taste of elf meat in a non-sexy way.) , Half-giants (exactly what it sounds like) , Muls (dwarf-human mix, usually bred for labor or the arena. think humansized dwarf w/out a beard. built like pro wrestlers.), and Aarakocra (humanoid birds. 5 ft tall, 20ft wingspan.). some standard races have adapted to the environment in delightful and terrifying ways. elves are now about 7' tall, nomadic, and can outrun a horse (think Mongols that don't need horses). Also all Halflings can be assumed to be feral. They may look unassuming but in reality they are cannibals that are the closest thing to the headhunters of New Guinea D&D has to offer. Eberron Steampunkesque D&D. high magic campaign setting plus integrated tech like flying ships, Warforged (souls bonded into living mechanical constructs). features characters that have dragonmarks that grant them special abilities. people with specific dragonmarks are organized into trade associations that take advantage of those abilities. if you can teleport x times a day chances are you're a member of the Eberron version of UPS. if you refuse to join the union there will be people sent out to go postal on you. a reoccurring event in the world is the opening of gates to other settings or planes and those being incorporated into the setting. the last time around the wheel of misfortune stopped at "Demons and assorted Cthulhu like beings". after a period of generally being monkeystomped into submission the Eberron druids rallied and set off the equivalent of a magical nuke, blowing up the core of the planet. the demons' reaction to that was "well ... that escalated quickly. nevermind. you guys are psycho. we're just gonna go home now. we got a thing.". the last remaining bastion of demon presence in the setting is in the aptly named Demon Wastes, but more of an outpost of general badness that hasn't gotten the memo that the cops busted the party and the kegs are dry anyway. as a result of the magical nuke the oceans were vaporized and the core of the planet is a chaotic magic field. the individual continents float on top of it, marine sealife adapted off of the edges and still lives and thrives. if they "swim" over the edge their ability to exist out of the ether/water runs dry (yes. pun.) in about an hour. so within an hour's swim of the continent edge you have a chance of getting a real life sharknado. off of the coast and in the vacuum affected by the mourning (chaos magic center of the planet) spell storms happen. much like a natural storm, but randomly determined magic effects get cast 4 times a round. which is awesome if you run into a "Summon Food" storm (rainy with a chance of meaballs) but you're more likely to get something along the lines of "Lightning Bolt" or "Summon Swarm". safe trade routes have been established and are being taken advantage of by the previously mentioned flying ships. which are regular ships with elementals bonded to them to power their propulsion. Eberras on Athas one outsider/local diety was able to grant wishes to her followers if sufficiently motivated through ritual. enough followers got together and after some deliberation and a long hard look at the clusterfuck of a planet they lived on they wished for "a better world". the obvious intention was to revert the world back to a pre-defiler state. water, vegetation, good times. this happened to coincide with the next cycle of Eberron world mergings and Athas got pulled into the Eberron setting instead. entire Athas city states and parts of continents merged with existing Eberron continents. massive culture shock ensued. Athas' red sun was pulled into the mourning and now acts as the center of the planet which is agitating the Mourning, spell storms, and the state of the ether seas. The major island-continents of the Shattered Continent of Khorvaire are: - Lhazaar Principalities . ruled by pirate princes - Valenar . Eberron Elves now cohabitating with.... - Kreen Nation . Athasian ThriKreen appeared and swarming both Valenar and Darguun - Darguun . the remnants of the hobgoblin dynasty - Breland . Eberron Magitech Humans - Aundair . Eberron Humans , south region now plagued by Athas city states Urik, Raam and Draj. - Eldeen Reaches . Eberron Humans , druids in charge of keeping the forest in check - Droaam . monster nation ruled by three medusas. all CR welcome. - Demon Wastes . site of the original demon incursion - Karnaath . human nation. undeath is a military tool there. - Thrane . human nation. knee-deep in athasians - Zilargo . gnomish center of innovation. Many Bad Ideas start here. - Mror Hold . dwarven nation. Their floating mountains will literally drop on a city if you piss them off.
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Races - Human The default race of both Eberron and Darksun.... but the two are noticably different. Eberron normal humans.&nbsp; with all the variety we expect from earth.&nbsp; there's no real racial gathering point that divides one looking people from another... all nations and regiouns have a wide mi of ethnic diversity and intermingling that allows for as many exotic or nondescript appearances as you could desire.&nbsp; the fast breeding and general flexibility of Humans allow them to quickly populate areas and overwhelm foes while advancing technology and ideas with near wreckless abandon.&nbsp; trends and morals shift nearly every generation, and one nation can have dramatically different norms than another.&nbsp; Darksun (athas) Tall, strong, and beautiful.&nbsp; Athasian humans are what eberron humans wish they could be growing up.&nbsp; Athasian humans come born with psionic wild talents and occasional magical mutations that add to their natural personal power. Being alien to Eberron, they have little information of the history of the world they now inhabit, and many have a xenophobic perspective of the weaker humans that dominate the lands... as though the weakness of Khorvaire's lush environment breeds dependency into their children.&nbsp; While the land of Eberron is far more fertile and less overtly hostile to life, the Athasians have been slow to expand their territories afte the initial flux change to the world -- the eberron humans may be weaker genetically, but they are highly weaponized, magically adept, and fiercely territorial.&nbsp; the athasians are generally viewed as a threat to the balance of nations that has existed for centuries, and have thus far been limited to the lands that came with the Darksun merging into the world.
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Race - Dwarves there's two varieties in the campaign: Eberron Darksun Eberron Dwarves are mostly in Mror Holds, which is the ancestral home of dwarves of Eberron.&nbsp; Bearded, Ale chugging stouts with a love for minerals and deep-digging.&nbsp; Despite Eberron lore, the Dwarves of the world's prime god is Sunnis, the All-Mother... an earthen elemental divine power. Their worship makes earth elemental-type critters fairly frequent in the Holds.&nbsp; As for transportation; the Dwarves don't get out much, and don't have "ships" to speak of... but their WarPriests are able to literally move mountains when their lands are threatened.... often onto / over enemy armies and armadas, pulverizing targets with billions of tons of mountain that shifts to counter invasions.&nbsp; This has led the world at large to leave them be. Darksun Dwarves are far different.&nbsp; smooth bald, and twice as sturdy as the eberron counterparts.&nbsp; They are Focused to the point of obsessed compulsion when they set their minds to a task. Their curse is that there's no common task they've set their minds to. Scattered across the city states, there is no racial identity that they unite behind.&nbsp; No clans to have pride in, though occasional warrens of Dwarves will gather together for a unified goal when they are able to place their own desires aside for the common good.&nbsp; Elementalists are Earthen by nature, though there are rare cases of all elements in their spirituality.. they are far more practical than decorative in the effects compared to Eberron-born Dwarves.
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Race - Elves There are two divisions of elves on Khorvaire: Eberron and Athasian (darksun) Eberron: Eberron elves are more in line with what generic high/wood elves are like in other campaign settings. Their homeland is actually a separate island continent known as Aerenal; more than a thousand miles from Khorvaire. Elves have unique ships that are living fey-plants grown and cultivated into various purposes.&nbsp; ships' crews form bonds with their ships that dramatically outshine a shaman's bonds to a helm elemental-- many elven poems romanticize the fanatical loyalty a ship's crew will have for their ship's spirit; often committing themselves to death in efforts to protect the ship from harm. On Khorvaire, the elves have a foothold called Valenar, which is best described as a colony with closed borders.&nbsp; until recently, the Valenar elves worked with the Thrane nation to limit the aggression of the Darguun shogunates.&nbsp; the Greenskins of Darguun had once dominated Khorvaire, and their wars against the Elves are truly legendary.&nbsp; In time the darguun nation fell as humanity rose, fostered by the elves' guidance. Now the elves maintain relations with the various human nations to one degree or another while maintaining a safe distance across the ether from harrassment. One example of Elf influence was their leveraging Karnaath away from developing Necrotek engineering.&nbsp; The necrotek has a harsh affect on the fey-craft, and strong economic leverage eventually caused Karnaath to halt exploring necrotek altogether-- as Droaam explores necrotek further, the elves may one day take action to quell the experiments. When Athas bonded to Eberron, the Kreen Nation land fused the space between Valenar and Darguun-- creating a huge landbridge between the two historic enemies.&nbsp; While Darguun ship access has been heavily policed, the Darguun shogunates can now walk to Valenar to lay seige.&nbsp; But that means traversing Kreen lands. &nbsp; Kreen crave elfmeat when they get a taste for it.&nbsp; something about the trance chemicals elves produce that replace the need to sleep that bonds to kreen tastebuds that is difficult to deny.&nbsp; This is causing the elves to be very nervous about the Kreens... plus they seem to get along well with Darguun, and the shogunates are expanding into the new lands aggressively. What makes things worse; the fey-ships have a fascination with the Kreen to the point where ships will go rogue to visit the Kreen despite elf efforts to prevent it.&nbsp; As more kreen poke into Valenar territory, more ships sense their presence, taking crews of elves to be eaten by Kreen gatherings.&nbsp; It's becoming a legitimate problem. Athasians The athas elves are very different from the eberron breed.&nbsp; 7feet+ tall, incredibly lanky and long-limbed, athasian elves are nomadic runners in small mobile tribes that have no homes. there is no love or unity between the various tribes, and they have appeared on nearly every land mass of khorvaire since the worlds merged.&nbsp; Fast, keen, and capable of maintaining a trot while in meditation; they can cover distances well.&nbsp; they don't value settlements, and often view possessions as "need for now" without identifying things as "mine" or "yours".. simply what is needed and what is available for tools. their spirituality leans towards druidic shamanism, and devotion to the spirits of winds and freedom like Chan. Some of the tribes are marauders and bandits: taking the excesses of settlements for their own immediate needs others are traders, seeing opportunities to share resources between separated communities others still drift into deep wilds, living off the lands on the move and stalking high CR creatures as cultural rituals. Most of these tribes are unwelcome by Khorvaire governments as brigands and trouble-makers.&nbsp;
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Race - Gnomes There are two types of gnomes: &nbsp;eberron and athasian Athasian gnomes, known as "whisper gnomes" are sleek, light-footed dark fey that exist throughout the city states of athas in a ancestral mafia organizatin each whisper is born into and dies within. &nbsp; They broker deals between various power structures to assure their own survival as well as build political leverage with the ruling classes from the shadows. &nbsp; they are silent guards, assassins and spies loyal to their own kind first, their clients second. Eberron gnome are inquisitive, obervant, and extreme tinkerers.. both in magical and mundane pursuits. &nbsp;they got little hands that make it easy for them to craft intricate, exquisite creations, and the focus to see huge complicated tasks through to completion. They work well as a group, though inspiration will often cause in-fighting regarding the process or even end results of a project already in motion. &nbsp; Their homeland is Zilargo, which is where the majority of advances occur in both technological and thaumaturgical R&D. The zils' natural aptitude for creation isn't accompanied by any ego or pride other than when something new works as intended. &nbsp; Other races have their own geniuses that mtch or even exceed gnomish musings, but the gnomes gneeral see these achievements as "adding to the fun"they each pursue
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Race - Halflings
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Race - Dragonborn and the Saurans Saurans is the umbrella name to any intelligent lizard-based species. &nbsp;Kobold, dragonborn, half-dragons, lizardmen, and I'm sure others I'm not thinking of are all saurans.. and they can all interbreed. &nbsp;The "base", lower-class sarans are lizardmen and kobolds from the monster manual but strong bloodlines produce dragonborn, half-dragons and possibly more exotic strains. What makes it extyra-interesting is that they of course have fertilized eggs producing these various bloodstrains; cared for very closely by NestGuards, where whole generations of eggs are gathered for development. The hotter the water the eggs develop in, the stronger and smarter is the child... so sacred hotsprings in Q'barra are treasured nests... there's more. The swamps of Q'barra is their native home on Khorvaire.. but there's all sorts of sauran tribes on Athas... the hot sun baked STRong saurans... Dragonborn are the default sauran on Athas.. though kobolds exist there as a second in the tribes' hierarchies. An interesting problem for Athasian saurans is that their heat from the Dark Sun is gone. &nbsp;Khorvaire is a temperate climate, so these guys first generation of Khorvaire-born are notably weaker than their parents. &nbsp; In Q'barra, there are truly massive winged lizards often nicknamed "dreguns" that act as mounts for the Sauran as they fish off the edge of Q'barra. Down there is hot. &nbsp;the weather pattern in Summer makes the updraft feel like an oven... so they will nest as far down in as they can.&nbsp; There's massive pontoons held aloft by shaman spirit magic aim for the spell storms of The Devourer where they are willing to sacrifice the majority of a brood for the blessings the spell storm can infuse into the waters of the broodship.. allowing for all sorts of player/DM agreed mutations and hidden gene patterns that can trigger at any time in a saurans life. &nbsp; these paragons of evolution become leaders in tribes and sire entire bloodlines to serve the Sauran race. &nbsp; .. it will be interesting to see what happens to the devourer in the end of the campaign now, and if it will impact spellstorms and other weather patterns for better or worse.... the next campaign could have the sauran booming-- or desperately seeking hot ether winds elsewhere&nbsp;
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Race - Green Skins
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Race - Kreen
Race - Shifters
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Race - Warforged warforged are constructs that don't eat,sleep or breathe. they are powered by an imprisoned soul "the spark" which originally started out as elemental spirits inside golems like we're used to from the monster manual, but eventually evolved to animal spirits to be more "friendly" towards people, like dog spirits to get that blind-love obedient feeling from a synthetic servant, but eventually the demand for intelligent, disposable, soldiers led the engineers to infusing warforged with human souls. Of course, once the population caught wind that criminals were being executed to be turned into sentient war machines that occasionally went on psychotic killing sprees like Robocop 2,.. and that incarcerations were on the rise at an even pace with the production of the warforged... the practice was banned, though occasionally animal spirits were still bound to pet-constructs.. For hundreds of years, warforged -based technology was THE preferred solution for building military strength.. called Warmek. The base model of a warforged eventually evolved to halfling sized creations that could Plug In to larger mek suits to perform various functions. the tank encountered on the pirate ship, for example, would have had a halfling sized warforged inside operating the warmek tank. it could have gotten out of the tank, rendering it inert in favor of another mek suit to fit a different need, if available. A soul could be removed from its warforged frame completely if desired (a bare spark component is known as a Docent... a full personality in basically the size of a pokemon ball. they could plug into magitech/warmek systems as a sort of AI that could operate military strongholds, gun turrets, and some instances act as navigation systems for advanced warmek ships... so once this tek got banned from use, a lot of hunting down and dismantling rogue teams of warmek platoons became a reason for adventure parties to run around the continents.. and still there are vast facilities buried and forgotten that still lay dormant. There is belief that the majority of waforged dived off into the ether to find a life they could live on their own but still a lot of abandoned warforged inhabit the world... some accepted others ostracized.... though the general population recognizes that they are legitimately people iside there somewhere and have earned basic rights as an intelligent creature to varying degrees in the different countries, with the most courtesy found in the central nations like Thrane, Breland, and Zilargo where the warforged trend began in the first place some 800 years ago. the practice has ceased 200 some years ago now, which speaks to how resilient the warforged are. Some have very long memories, others not much at all. some have been inert until discovered and knows very little of the current world and have to be Debriefed from their past mission objectives so they are capable of entering society (assuming someone doesn't just come along and destroy the naive constructs). that's the history of warforged, and the reason for the presence of very hard-core mecha in the campaign. 1st gen is old-school golems... elementals bonded to massive builds as per monster manual 2nd gen is animals with emotional bond / loyalty 3rd gen is standard warforged of medium and small size... these are using human souls 4th gen is plug-and-play docents... either installed into small - huge bodies of various sorts or plugged in to structures and objects. ... 3rd gen can be engineered into 4th gen and 4th gen can plug into fitted frames from 1st - 4th gen if no spirit is currently bonded.
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Region - Breland
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Region - Zilargo Zilargo is the homeland of the eberron gnomes... "Zils". &nbsp; Zilargo has its share of gorgeous forests and vistas, while their urban centers are chaotic mashings of architecture and engineering of various genres that make for noisy, bright metropolises dotting their rivers and continental shores. &nbsp;grand shipwright construction fields building ships of different designs and aesthetics all vying for the market's attention. guildleaders and sages make up the congress that oversees Zilargo and their activites with curiosity and exploration being the highest virtues. Zilargo is the type of place that anything that doesn't exist can be commissioned, and any idea needing funding may find a patreon to partner with. &nbsp;It is the edge of exploration and experimentation, funded by the exportation of what is found or created.
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Region - Karnaath
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Region - Darguun
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Region - Droaam An independent nation of intelligent monsters.&nbsp; a Lawful Evil society of meritocracy led by a coven of Night Hag Medusas known as The Sisters of Sora Kell that lead through coercion, intimidation, and raw power over various greenskins, gargoyles, and a variety of CR creatures. Might Makes Right in the political arena as well as throughout the territories. the nation is carved into various competing baronies that spend more time competing against each other than focusing on external issues... which the rest of Eberron is perfectly happy with. Droaam technology revolves around Necrotek; necrotic energy siphoned from The Ether to power crystal spider ships in their navy as well as exotic machinery of various purposes.&nbsp; Necrotek was originally developed by Karnaath a few hundred years ago that ultimately was banned by K because of the dark energies that tend to gather where the tek operated for extended periods of time... the Sisters (being demons, technically) actually view this as an added benefit to the tek, and have been very aggressive in hiring/kidnapping Karnaath engineers and magtechnicians, as well as treasurehunting/stealing any remnant tek they can find.&nbsp; The Droaam military is a large organization where the smartest and/or strongest make the decisions under the Sisters' guidance; the majority of civilian popuation works in producing food and equipment for the armada of ships being accumulated to defend the nation from "righteous inent" of the pinkskinned humans and elves. Recently Droaam has been aggressive about seizing nearby lands from Athas, as well as expanding territories onto The Demon Wastes.&nbsp;
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Region - Lazhaar Principalities
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Region - Thrane
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Region - Q'barra
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Region - Kurn
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Region - Valenar This is the home-away-from-home for the elves of Aerenal,&nbsp;whose homeland is more than a thousand miles off east of Khorvaire. &nbsp; Some elves have never been there and have a sense of separation from their people.. this is where hal-elves come from; disenfranchised elves living among humans too long. Valenar is like the elves' embassy with the human nations, and as such, they take duty in policing both Darguun and the pirates of Llazaar principalities... the human nations don't want to start war between these different sects, so they outsource the responsibility to the elves of Valenar. &nbsp; In return, the elves have political weight in the nations of man, and can also act to mediate disputes. &nbsp;The elves have had a long relationship with the humans growth in the past few thousand years... helping to draw them towards more civilized philosophies away from self-destructive tendencies. Valenar has been established for over 2000 years, and is fully self-sufficient with resources, food, commerce.. but the colony is a military center for the elves, and every elf is in service. &nbsp;Some have become expatriots roaming the land to make their own life... others are diplomats on free-license to explore and promote cooperation and good publicity. Valenar was it's own continent prior to the Flux and merging Athas into Eberron. &nbsp;Now valenar and Darguun are connected via a large new island chunk: the Kreen Nation lands. Now there's a lot of resources being focused in keeping kreen from breaching the elven borders and preventing the hunger for elf flesh get out of hand before summarily proclaiming a genocidal war. Obviously, this increased pressure on Valenar is freeing u movement for Darguun rebels and Llazhaar prate activity to swell in the inner reaches, making continental trade far more risky now than in the past.
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Region - Mror Holds Neighboring Karnaath to the west and the Lhazaar Principalities to the East, The Mror Holds are a collection of massive mountain fortresses and deep underground cities where the eberron dwarves dig perpetually for space and exploration.&nbsp; the culture of the dwarves in Nror Holds is broken into multiple clans that have limited territory allocated to them geograhically, with nearly unlimited elevation beneath ground.&nbsp; The depths the clans have dug beneath the surface of Khorvaire makes their sages Authorities in the matters of Khyber (the underworld of Eberron) as well as excellent engineers, metalurgists, and excavators. I think there's a ton of room for development and interest in the region between clans, underground oddities, and Khyber threats.
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Region - Eldeen Reach Native home to Shifters and other lycanthropes; the Reach blurs the line between material and spirit world.. fey run rampant &nbsp;and antagonize the feuds between the different shifter tribes. &nbsp; Also "home" to the various druid guilds that travel the different regions, including the Gatekeepers. Although the Athasians on the western ridge have kept to themselves mostly thusfar, the Reach is plagued with giant insects, and hoards of treant that rose from the Ether during last campaign (Campaign #2-- Pirates of the Iron Pass during the Tumbleweed Invasion); threatening human efforts to expand into the forests, and disrupting ancestral territories of the shifter tribes....&nbsp; How Tyr is appreciating the change of scenery from Athas to Khorvaire... it will be interesting to see how they are engaging with the forest, treant, shifters and druids present.. This is a miracle beyond the recently-freed city state from their Dragon-king oppressor. &nbsp; &nbsp;. &nbsp; &nbsp;
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Region - Kreen Nation the grasslands of the Kreen Nation are dotted with monoliths and hive structures where large gatherings of kreen family can share and interact. The population as a whole is extremely communal but short-lived.. 7 year lifespans spent hunting herded beasts or constructing structures in an almost dreamlike state, mating and exchanging memories at family gatherings. there are rogue kreen across the world as well that have lost the connection to the hive-mind and act as individuals. &nbsp;These kreen have vastly expanded lifespans and dietary interests including veganism. &nbsp;"Enlightened" Kreen still feel a strong urge to bond with other intelligent life, and often form attachments to soft-creatures like humans or saurans.whose lives are far more complicated and diverse than a kreen hive lives. &nbsp; when the kreen nation merged with Darguun and Valenar, the herds had new lands to roam, causing disputes with Darguun fiefs that now bordered the mantis lands, and the glades of Valenar which suffered the same invasions. Both Darguun and Valenar are working to push the kreen back into the own lands.&nbsp; Elf meat on Eberron proves to be just as delicious as Athasian elf, but there are millions of them! &nbsp;sometimes a few clutches of kreen will get too hungry and stalk weak elves to sate their appetites, but the kreen nation simply severs the hive connection and leave them to their own when captured. &nbsp;the hive-mind becomes only a memory and the abandoned kreen are usually killed by the elves anyway. &nbsp;If they survive, they are sent back to the kreen nation ut now without connection, there's a small popluation of under-class developing amongst severed kreen that is causing internal conflict as well...
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Region - Aundair wizards' academies and ancient sages is what first comes to mind for most when thinking of Aundair. &nbsp;Magocracy government led by the same people that oversee the adcademies and wizards' guilds that oversee all commerce, infrastructure, and future planning for their people.&nbsp; status and history hold high social value here, as well as education and theorycrafting. &nbsp; while certaihly pesants and lower class workers and families saturate the lands fit for harvesting; only immigrant families lack someone trained in arcane practices.. even the humblest household has enchantments shoulder the bulk of tedious labor tasks... much of heir time is spent with neighbors and the broader community working as collective groups to tackle tasks demanding human attention together for expedience, safety, and another potluck. &nbsp; If an adult doesn't have at least one hobby or personal pursuit to enjoy, the community will generally scoff at them as uninspired and lazy. &nbsp; The most interesting terrain of Aundair is the two inland seas that stretch nearly the breadth of the continent where mundane sailing is still practiced as a living ancestral art, along with fishing and deep-swimming. &nbsp;The North Sea adjacent to the Eldeen Reaches and South Sea at the interior of the nation's land. Aundair citizens are proud of the massive freshwater resevoirs that exist, providing much tourism and exotic underwater exploration and adventuring, and a unique look to the crafts and wares produced along the waterfront craft shops.&nbsp; the southern region of aundair is now athasian lands with draj, urik, and raam city states now creating a land-block between aundair and Breland. &nbsp;until the Flux of Worlds changed the terrain, much free trade was passed between Breland and Aundair.. now the land-paths are gone and the region hostile with Athasian threats. &nbsp;This is a source of stress for both nations, leading to frequent skirmishes between the aggressive city states and the well-funded khorvaire nations.
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Region - Demon Wastes largely unsettled, the southern penninsula is home to one of Droaam's most successful colonies. &nbsp;Recent developments have placed all the civilized towns under Droaam custody, and the Graves of the Titans unearthed to attle The Devourer's Avatar. &nbsp;The region is still under recovery from high-level abuse throughout the region, but the Droaam military is overseeing these operations. WindRunner elves run the Salt Flats while tribal greenskins fill the valleys throhout the Shadowcrag Mountains. &nbsp; The demon storm suroundijng Ashtakalah releases the occasional demon fro the Ether to torment orc and primitive human tribes, leading to cult worship and sacrificial hunts. Few have reason to come here, but those that do can expect an unkind greeting from the locals. (aditional content from elsewhere) The Demon Wastes <a href="http://filkearney.deviantart.com/art/Eberras-Demon" rel="nofollow">http://filkearney.deviantart.com/art/Eberras-Demon</a>... located in the northwestern corner of Khorvaire,- the idyllic Demon Wastes offer their visitors (and locals) a variety of ways to meet an unexpected (and oftentimes hillariously bloody) way to die. the Demon Wastes were the original epicenter of the demon incursion. Ashtakala is the last remaining bastion/outpost of demon activity. apparently the city never got the memo that the invasion was called off and is still tentatively planning a hostile takeover. a lack of available troops and a permanent magical storm around Ashtakala has so far worked to keep them contained. during the incursion a series of defensive installations were put in place. Friendfell, Kashakant, Burning Keep, Broken Stone, Shaazarak, and Vostethatra stretch in a line from the southwestern to the northeastern edge of the DW landmass. since the issue was deemed resolved they have been abandoned for quite a while. old abandoned equipment and new tennants make them a popular vacation (looting) destination. Ghaash Dar and Maruk Dar are solid orc territory. those two cities and the canyons and mountains between them are home turf to several orc tribes. Festering Hole - a quiet little town modelled after the song "Hotel California". people go in and never return. if they are returned against their will they will fight tooth and nail to escape and in the end self destruct or return. might be posession, might be some sort of cult, might be something in the water. noone knows and those who go to invesigate usually stay there. the surrounding human and halfling settlements have been steadily losing citizens to Festering Hole as of late. Keg Tol - human city. Solefehn, Hamasku and Sunnil - cities under the control of Athasian Halflings. trespassers will be eaten. Pareth & Leutomak - human cities Dragon Crown - traditional holy place to the orc tribes in the region - a dormant volcano overrun inside and out by dank forest. Dram - the floor is lava Rotting Blade - human city, good place to hitch a ride to the mainland via pirate or trade vessel Blood Crescent - human city/port , one of the few places that maintains contact and trade relations with Droaam and the hobgoblins/medusa
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The Athasian City States
What about a Lycanthrope campaign? Multiple races travel to the Eldeen Reach, something happens, they're all infected by a different creature, and they wake up on the shore, no memory of what happened after they set foot on land, and they have no idea where they are (I assume that would be either Eldeen Reach, or maybe another place nearby that they're stranded in), and the start at least focuses on them trying to deal with what they have. Maybe find a cure, maybe just live with who they are, maybe they all have a purpose ingrained in them. Whatever Fil thinks is most interesting, and can do more with.
I'm not big fan of "one race campaign", but I'm totally for personal character arcs, where other party members help one to achieve something great. And if all those personal arcs together lead to something greater - that would be awesome. So, I really like idea of "last warforged forge" arc.&nbsp;
ok. i have decided to stick with the warforged cleric bit. i want to see if i can make it work. you guys go nuts on your characters :) i'll be happy to keep the meatbags alive. having a construct in the party may come in handy ... and i could care less about armor or weapon upgrades ... my faith provides.
I think Thunder's idea of a Lycanthrope campaign could be interesting, coming to grips with the disease or embrasing it as the campaign went along. Or playing one of the historically fodder races (kobold, goblin, etc) having to deal with the hardships of just being one. Playing a demon soul trapped in some poor scmuck's body, do you want to find a way back to your original or deal with the body your in. Or being an enslaved race / whoever breaking free of XYZ. Any are legitimate and interesting scenarios.
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i'm updating region/racial information currently.&nbsp; see above. (211)