The Last War ravaged for Khorvaire for over a century, brought to an end by a cataclysmic event known as the Mourning. Once the heart of the kingdom of Galifar, the entire nation of Cyre was wiped out within the space of a day, as a wall of dead-gray mist engulfed the land, outright killing or horribly transforming anything caught within. Over a million Cyrans were destroyed that day, the only survivors being those living along the border or soldiers fighting on distant battlefields.
What remains is now known as the Mournland, a warped landscape where nothing is as it seems. The grounds have fused into jagged glass in some areas, in others it is cracked and burned. Broken bodies of slain citizens litter the landscape, refusing to decompose in the gray mists. Vile magical effects linger, mutating monsters into even more horrific creatures, and giving rise to living spells that torment the land.
And yet, it holds the wealth and treasures of an entire nation, along with the secrets of House Cannith and all they left behind...
In the neighboring nation of Breland, an outpost named Salvation has risen, built along the fringe of the Mournland. It is populated by desperate scavengers, hoping to make money by looting the valuable items from Cyre's smoking remains. They join together to form Salvage Crews, braving the unpredictable and often deadly landscape of the Mournland, finding items of value and hurrying out before lingering magic of the cataclysm destroys them.
Some work for patrons, others for salvage brokers, and others still for themselves. Survival in Salvation requires quick wits, strong constitution, and trustworthy friends to watch your back.
Are you ready to make your fortune?
It is once again time for some good old fashioned forum recruitment! I am looking for four to five brave souls who want to get into an Eberron campaign!
Mainly looking for players who can be around at 3PM -10PM PST on most(4 out of 7) days.
You will only be expected to post 4 days out of the week! Friday-Monday. You can post on the other days, but I might not be around to reply and it isn't required.
If you're gonna be absent from regular posting days, that's okay too, we just need a heads up!
This campaign will start at level 1.
When doing your backstory, consider why your character might be undertaking such dangerous work. Are they serving a specific organization? A patron? Fighting for a just cause? I'll post some background/patrons, but I expect you to make them your own if you use them!
Materials to be used for character creation include: PHB | SCAG | DMG | XGE | VOLO | UA | Eberron
Essentially, no Theros, no LoR.
Ability scores will be rolled, always re-rolling ones.
Be respectful of others! <--- Important one
The application is below!
Name: Character Race and Class: Backstory: Ability Scores:
Backgrounds
DISCIPLE OF THE SOVEREIGN HOST (ACOLYTE) Use the Acolyte background, with the following additions.You were raised and trained in the light of the Sovereign Host. You do not raise any of the nine deities above the other, instead worshipping all of them in the understanding that only taken together do they show a complete picture of life on Eberron.
DEZINA MUSEUM RESEARCHER (ARCHAEOLOGIST) Use the Archaeologist background (from Tomb of Annihilation), with the following additions. The Dezina Museum of Antiquities in Sharn has a remarkable collection of relics from across Eberron. The curator, Emeron Sennared, is hoping to create a new exhibit with relics from the ruined land of Cyre, showing normal objects twisted by the magic of the Mournland. You have found the best way to locate such objects is to join the salvage teams that head into the Gray from the town of Salvation.
WAR IMPOSTOR (CHARLATAN) Use the Charlatan background, with the following additions.When you joined the Karrnathi army near the end of the Last War, your life was not going well. Something in your past was haunting you so much that signing up to die was preferable to staying where you were. Then a miracle happened. You witnessed someone die who looked like you,and you suddenly had access to their life. You took their identity, and when the war ended you could let your old self go and become a new person. The town of Salvation is the perfect place to start over as this new person.
RESISTANCE LEADER (CRIMINAL) Use the Criminal background, with the following additions.At the end of the Last War, your home was occupied by enemy forces. You had to pretend to be subservient to your occupying forces, but you secretly led a resistance group against your captors, hoping to help drive them out and retake your home. Fortunately for you, the war ended before you were found out, but you learned a great number of skills as a member of the resistance. Your life will never be the same because of the war, but there may be a use for your skills in the world of salvage
CAMP PERFORMER (ENTERTAINER) Use the Entertainer background, with the following additions.You never thought yourself a soldier, but when you were forced to join the Brelish army, you had no choice. Fortunately, a superior officer recognized your talent and decided to make you a camp entertainer. You traveled from place to place, raising the spirits of the troops before or after a battle. You even saw your share of close calls, when the battlefront came to your location unexpectedly. You now have the taste for adventure, and still have your entertaining skills to fall back on.
WAR HERO (FOLK HERO) Use the Folk Hero background, with the following additions.During your time in the Cyran army, you quickly earned accommodation after accommodation for valor, skill, and honor. You were on maneuvers outside of the Cyran borders on the Day of Mourning, and soon after the war ended. You no longer had the rank and title you once possessed, but the Cyran refugees know who you are, and they look to you to help reclaim the homeland.
DESPERATE SOUL (GAMBLER) Use the Gambler background (from Acquisitions Incorporated), with the following additions.Your gambling debts were piling up, and your debtors were about to catch up with you. You heard from a friend that if you wanted to get lost—and potentially make enough money to pay off your debts—you should seek out a town called Salvation on the edge of the Mournland. Brokers were paying good coin for artifacts from the Mournland. Enterprising adventurers can make a fortune by just picking up trash in the ruined Cyre! And if that doesn’t work, you can always play cards with newly wealthy fools who come out of that place with the treasures that you want.
AUNDAIRIAN SPECIAL FORCES (GLADIATOR) Use the Gladiator background, with the following additions.During the final years of the Last War, you served in a special unit of the Aundairian army. You were inserted into dangerous areas with special mission objectives. These often involved defeating high profile targets that led groups of mercenaries working for opposing forces. By defeating the leaders of these mercenary groups, and impressing their mercenaries by doing so, you could gain their allegiance and turn them against their former patrons. Your army has no more use for your skills, but you can’t get the love of the danger out of your system.
ENTREPRENEUR (GUILD MERCHANT) Use the Guild Merchant background, with the following additions.Since the end of the Last War, making a living as a merchant has been more and more difficult. Connections are hard to make, and those who made a profit off the war have cornered the market in many commodities. And that doesn’t even include the monopoly-seeking Dragonmarked Houses! Word from your former business connections indicates that a new market in artifacts from ruined Cyre might be a place to invest your time and energy. You might need to get your hands dirty, but the future looks like it could be bright in this new market!
BRELISH DESERTER (HERMIT) Use the Hermit background, with the following additions.During the final years of the Last War, you’d had enough. After so much death and destruction, you needed to escape the madness of endless destruction. Unable to go home because of your status as a deserter of the Brelish army, you needed to hide. You made your home on the border between Cyre and Breland, dodging patrols of both armies and living alone in the wilderness. With the Last War now over, you find that your knowledge of Cyre’s border is now coming in handy.
MERCENARY LEADER (KNIGHT) Use the Knight background, with the following additions.You were a leader for a renowned mercenary group that sold its services to the highest bidder during the Last War. Your group fought valiantly and with honor for those who contracted you, but the war took its toll. By the end, you found it hard to find competent soldiers to serve you. When the war ended, your group disbanded, leaving you with just a few retainers and a stellar reputation.
CYRAN ARISTOCRAT (NOBLE) Use the Noble background, with the following additions.You were born of noble blood in Cyre, and the service you provided your country involved acting as an ambassador to distant lands. With Cyre now destroyed and the Last War ended, you have no station in the world, except with the refugees from Cyre that look to you for leadership in attempting to start a new life. They want to go home, but the terrible event that brought down Cyre must be discovered and reversed before that can happen.
CONSCIENTIOUS OBJECTOR (OUTLANDER) Use the Outlander background, with the following additions.As the Last War raged on, you refused to join the army of Breland. None of the civilized areas would have you, deeming your objections to the war cowardly and unpatriotic. You learned to survive in the hinterlands of Breland, making do with what you could find and avoiding contact with the Brelish military and invaders alike. Now that the war is over, you still face scorn in civilized places, but the town of Salvation seems like a place where anyone might be welcome to start over.
MORGRAVE UNIVERSITY PROFESSOR (SAGE) Use the Sage background, with the following additions.You’ve gained a great deal of knowledge while you studied, and then taught, at Morgrave University in Sharn. When the Last War ended a few years ago, even the most learned academics scratched their heads at who or what caused the Day of Mourning that destroyed Cyre. Many of these are too cautious to truly investigate the Mournland, but your sense of curiosity outweighs that of self-preservation. Journeys into the Mournland might reveal its cause, which would make you the toast of the academic community.
OFFICER IN THE 12TH BRELISH INFANTRY (SOLDIER) Use the Soldier background, with the following additions.During the latter years of the Last War, you served in the Breland Army, under General Millven “Mad Dog” Marshallen. You and your peers were preparing for a foray into Cyre on the Day of Mourning. A few units were already across the border, when the gray fog rolled through and destroyed them in terrible ways. If another hour had passed, you would have been one of them. This visions still haunt you, and you have a driving desire to know what happened
EAR OF THRANE (SPY) Use the Spy background, with the following additions.During the Last War, you were an Ear of Thrane, acting as a spy for that nation, pretending to be a loyal soldier for a different nation. When the war ended, your secret identity was learned. Untrusted by your former friends, you found that the nation of Thrane also mistrusted you, thinking you may have been a double agent. Mistrusted now by both sides, you are a spy without a home.
WAR ORPHAN (URCHIN) Use the Urchin background, with the following additions.The devastation of the Last War spared some, but not you. An attack on your home left your family dead, and you were forced to make your way by any means necessary. You have a driving hatred of whatever military or mercenary force destroyed your home, but your connections to others of your status have made it clear that a new future—and potential fortunes—await in the town of Salvation. It sounds like it might be rough, but it can’t be worse that where you grew up
Patrons
DRAGONMARKED HOUSE Your patron can include any of the thirteen Dragonmarked Houses described in Eberron: Rising from the Last War HEAD OF STATE Your patron is one of the heads of state of Aundair, Breland, Karrnath, or Thrane. You are an agent that reports your findings, via intermediaries, to the leadership of a nation. NEWSPAPER You works for the Korranberg Chronicle as a part of a special investigative unit, exploring the causes and ramification of the Last War in general, and the Day of Mourning in particular. You are expected to keep this connection secret and find a way to send reports back to your editor at regular intervals or when you learn something compelling. RELIGIOUS ORDER You serves the heads of one of the following religious organizations: Sovereign Host, Church of the Silver Flame, Undying Court, or Druids of Khorvaire. You are expected to remain faithful to the premise of each of these organizations while carrying out your investigations of the Mournland. OTHER You are free to create a patron different than those listed above and weave it into the ongoing story.
Rolling some abilities and then I'll come up with something.
Ability scores: 10137141411
Name: Irtos Character Race and Class: Kobold Sorcerer (Draconic) Background: Urchin Backstory: Irtos is a war urchin, his tribe being killed during the war. He was found by a Morgrave University Professor during one of the professor's ventures and Irtos followed him back home. However the sage fell ill, and Irtos has been left to fend for himself. Desperate to find a new tribe and fit in somewhere, Irtos hopes that Salvation will offer some new connections. Character Sheet: https://ddb.ac/characters/32641113/RBO8Sg
Alright, I thought as much. I probably won't post till tomorrow, since it's around 11(I am a proud member of PSTeam) and I'm real tired from a long day of doing completely nothing.
I am quite interested I always loved the Eberron setting I will work on my character and edit this post once I get it finished
Name: Charger
Class: Barbarian
Race: Warforged
Backstory:
Literally born for war Charger and his forge siblings were crafted to be soldiers to fight in the Last War taught little but the ways of battle. In the early days of training Charger became great friends with one of his forge siblings designated Breaker. The two would push each other to getter heights during those times. When it came time for the freshly made warforged to take to the battle field Charger was placed in the 12 Brelish Infantry under the command of General Millven Marshallen while his friend and rival Breaker was placed into another unit. Charger would raise to the rank of officer during the latter years of the war, but anytime he and Breaker had leave they always would meet up to compare war stories, the last time the two met was three days before the Day of Mourning. Charger’s unit was to meet with Breaker’s in Cyre on that fateful day but got delayed due to an accident so Charger watched as the gray fog rolled into the field and heard the screams of those killed during the Mourning. Charger’s thoughts went immediately to his forge brother Breaker who was somewhere within that hellscape. Charger’s thought would return to that nightmare of screams and he would ask himself why had that happened, what caused it to happen, could Breaker still be somewhere out there. Now he returns to warped landscape of the Mournland, not as a soldier, but as a scavenger hoping to answer the questions rolling around in his head and to see his friend one last time.
I have an artificer I've been wanting to play with for a while! I'll throw him in here in a bit. Let's see what my scores will be!
Name -- Coal d'Cannith Class -- Artificer (future Battlesmith) Race -- Fire Genasi Backstory -- Even though Coal was obviously of unknown parentage, a childless older couple of the Cannith family fell in love with him when they found them at the doorstep of the apartment they'd rented while on travel. That immediate connection and the fact that the Cannith consider Fire Genasi good luck helped persuade the d'Cannith's to adopt Coal. They raised him as their own, insisting that the rest of the family treat him the same way. This was successful for a long time, until Coal's cousins started to manifest the Mark of Making and he did not. There became a natural tension between Coal and his adopted family. Coal focused on his studies, easily keeping up in the theoretical of the work, but without the Mark, he had to work twice as hard to get the same results as his peers. Frustrated, he set out on his own, determined to prove his place in the family, without or without the blasted Mark. When Eston, the seat of power of his house was wiped out in what is now the Mournland, Coal realized how important it would be for him to care for the remaining members of his family as well as their charges. This was his chance to prove himself, to prove he deserved his family's name.
Background - Cyran Aristocrat
Ability scores: 1216971216
(Ahhh, I'm in Germany, so I can't post multiple times during those hours, unfortunately, because those are sleeping hours. If that's not a problem, I'd love to join. If it is, well.. Good luck! I hope the game goes well!)
Name: Shayne Breen Character Race and Class: Human (variant) Bard Backstory: Shayne Breen always had a way with words and the ability to charm his way into and out of situations. When war came he knew he did not want to be a soldier but there had to be a way to take advantage of the situation and keep himself off the front lines... Eventually he found work with the Korranberg Chronical as a war correspondent. He was supposed to go to then front lines and report everything he saw. In reality Shayne when to the safest place close to the front lines, talked to those who had been closer, and reported their experiences as his own, using his skill with words to add flair and drama to the otherwise drab tellings of war and horror. (Resistance Leader (Criminal) background with Newspaper patron.) Ability scores:131512121512
Disregard - Unfortunately (kind of) I got accepted to a couple other campaigns during the wait and one can only stretch themselves so thing and still keep up their end... Good luck though!
Name: Morthwyl d'Kundarak (nie Silverhammer): Mark of warding dwarf artificer.
Backstory: Mort was born to clan Soranath, a small but austere clan of just three spires, his own being Grayroot. Though the resources offered by the land they held were limited, the abundance of Eberron dragonshards has allowed the clan to thrive via the invention of new magical items. The Dol udar began some thirty years ago with the discovery of ancient tunnels seemingly carved by an advanced society of dwarves with access to scientific and arcane knowledge beyond modern understanding. But within these caverns were not only historic artifacts, but untold treasures, spurring a fervor of exploration. It was not long before the conflict began with bizarre denizens of this forgotten place: dolgaunts, dolgrims and dolgarr, mind flayers and sybionts. The influence of the daelkyr, Dyrrn the corruptor has been seeping to the surface of the Mror Holds. Most clans maintain outposts and hold their positions across the lost subterranean kingdom deep below the Ironroot Mountains, the Londurak and Tordannon having withdrawn from the conflict and sealing the shafts.
Trained as a locksmith for the guild, Mort has devised clever devices for the protection of valuables for most of his 65 years, but lately, something has been calling to him. Raised in the faith of The Sovereign, Mort always understood his inspiration to be the word of Onatar, who should be credited in the creation of any artifice he might devise. But this voice was a new and different experience. While all of his earlier creations to date were comprised of inert matter powered by the arcane energy of the dragonshards, of late, Mort has found himself drawing things that could only be described as 'living'. These images came to him after hearing the 'overmind' issue to him this decree: "transcend the flesh." The red puddings kept as livestock in the Holds were his first experimental fleshcrafting subjects. Though the urge is deeper than any fleeting curiosity, the dwarves of clan Soranath are artisans, not warriors so they hire others to venture into the world below. For the knowledge he seeks, Mort has decided to maximize discretion by leaving the Mror Holds in search of a band of adventurers he might employ directly. Being a careful sort, he sets off with just enough coin to procure the service of some adventurers with the promise of a share of the riches and the good name of house Kundarak, whose reputation for fiscal security is beyond reproach. Yet, even as he ventures from the place of his birth, the voice does not abate, its mandate ringing in his mind: "Transcend the flesh!"
OOC: Exploring Eberron coming out soon. More lore on Mror Holds and artificer fluff and lots of other cool stuff.
Ooc. I didn't realize it at the time, but this totally reminds me of the tzimisce from Vampire the Masquerade. Lol.
I haven't had a chance to play in Eberron, I'd love to explore the setting!
Name: CiCi Character Race and Class: Warforged Cleric (Grave) Backstory: CiCi was a corpsman (corpsperson? particularly dark humor during the war meant they often just referred to themselves as 'corpses') during the war -- as Warforged were viewed as having little or no emotion, they were often given the tasks associated with soldiers who had died or were too far gone for medical attention to help. But Warforged don't feel no emotion, and CiCi was proud of the way they could bring peace to those suffering so greatly. And then the war came to an end and there were so many dead who were simply left behind, no rest to be found. As soon as they could, CiCi found a way to come back (retired from the military, or got themselves reassigned, etc) and has vowed to dedicate their time to helping to put those souls to rest, since no one else seems able to do it. Ability Scores: 10141314129
Name: Drogo Dustdraft Character Race and Class: Rock Gnome, Rogue Backstory: Drogo Dustdraft was abandoned to the streets shortly after his aberrant dragonmark manifested on his left hand and arm, and he would have likely died there if he hadn’t been taken in by a scavenger and shown the ropes of how to survive in this border region. He has since honed his skills and after the retirement of his mentor, joined a new group to seek his own fortune. During his mentorship he learned how to handle himself in combat and to repair many of the things they'd find. Recently, he'd even begun experimenting with the strange powers granted him by his mark, trying to gain some control over it. Ability Scores: See Above
There was a time before Skrípi was Skrípi, this much he knows. There was a time when he took to the air. He flew. He flew! How incredible is that? He remembers that he looked similar to how he does today, because he once looked in a reflective pool of water. Black feathers and a black beak, and two black eyes staring back at him. But he was smaller than he is now, so much smaller, and light enough to take to the skies. He lived a good enough life, after all, ignorance is bliss. He would trade his newfound intelligence to return to that carefree life, free to take to the skies whenever he liked, in an instant. Instead he's now stuck in this brutish, unwieldy body. Oh, how he wishes he never entered those mists...
It happened under two years ago, after the destruction. In one moment the land was there, and the next moment it wasn't. There were great grey clouds of mist that rolled over the land, and it became dark and foreboding. But beyond the mists, he smelled death and carrion. He was both hungry and stupid, so he decided it would be a good idea to fly through the mists to the other side. The moment he touched the mists, he became confused, his mind filled with strange thoughts, sights, and sounds. He barely made it through without plummeting to the ground. But when he did make it through, oh, what a feast stood before him. So many bodies, so much food, and they seemed to never decompose. He did not find any reason to travel back through those dangerous mists, for there was enough food for a lifetime here, and so he stayed for many days, eating his fill. He was vaguely aware that his body was changing, and it became harder to fly every day, but he payed it no heed. He was lost in his gluttony. And eventually, one day, he could no longer fly at all. In exchange for his flight, he became larger, stronger, his mind growing sharper.
There was a certain point where something changed, and he was suddenly aware that there was more to do than just eat, sleep, and poop. He looked around, and was suddenly incredibly frightened. Everything about this place was wrong. He had to leave. And so, for the first time in over a year, he ventured back past that dead-grey mist. His mind was stronger this time, and he managed to press through without getting lost, finding himself at the edge of the Mournland, with the town of Salvation not too far away. He entered the town, and after they chased him off with torches and pitchforks for the fourth time, the people gave up on trying to get rid of him. Like it or not, the strange birdman was staying. He began to learn language and writing, copying what others said and wrote down, slowly understanding. But like anyone else, he needs to eat, and people tend to frown on him eating more corpses. So, he needs money. And the best source of money in Salvation is salvage, which means returning to the Mournland. Well, he's made it out before...
Ability Scores: 12 17 15 14 16 14
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
I think I will leave this open through Monday. So for those of you who dropped ability scores and are still working on characters, you've got plenty of time.
This post has potentially manipulated dice roll results.
Glasaf Rhywun
Human Warlock, CN, Other World Patron
Glasaf Rhywun began life as a scholar, of sorts, but his true beginnings began where he read that tome; or, perhaps a better accounting of the event would be when that tome grabbed him, shook him and linked him to an unworldly alien entity that almost sent him spiraling into gibbering madness. Now he is a reluctant minion to something so far beyond mortal understanding that Glasaf Rhywun feels as though he were split into two, one part human; one part an extension into the physical world of something utterly alien to it. He finds himself in pursuit of knowledge, to what end he knows not; maybe just for sheerly its own sake?
Due to his psychological situation, Glasaf Rhywun has found himself on his own more often than not, seems most folk don't understand him, though they do appreciate the information and items he finds as he searches for any precious scrap of knowledge his benefactor deems 'interesting'. As far as the latter goes, some of the things that prove worthwhile to his patron seem to anyone else utter nonsense, if not even more at outrance to any sort of 'normal' in such a chaotic world. It is the nature of the knowledge that he seeks which has brought him, creeping and scraping around the edges of, dare one say, civilization, to Salvation. More precisely to what lies beyond Salvation.
And in this darkly manifested place even Glasaf Rhywun realizes that to travel into the grey mists alone would be tantamount to suicide. Thus it is that he is trying to find a few stalwart folk to join up with in questing for the treasures hidden therein.
The Night Land
The Last War ravaged for Khorvaire for over a century, brought to an end by a cataclysmic event known as the Mourning. Once the heart of the kingdom of Galifar, the entire nation of Cyre was wiped out within the space of a day, as a wall of dead-gray mist engulfed the land, outright killing or horribly transforming anything caught within. Over a million Cyrans were destroyed that day, the only survivors being those living along the border or soldiers fighting on distant battlefields.
What remains is now known as the Mournland, a warped landscape where nothing is as it seems. The grounds have fused into jagged glass in some areas, in others it is cracked and burned. Broken bodies of slain citizens litter the landscape, refusing to decompose in the gray mists. Vile magical effects linger, mutating monsters into even more horrific creatures, and giving rise to living spells that torment the land.
And yet, it holds the wealth and treasures of an entire nation, along with the secrets of House Cannith and all they left behind...
In the neighboring nation of Breland, an outpost named Salvation has risen, built along the fringe of the Mournland. It is populated by desperate scavengers, hoping to make money by looting the valuable items from Cyre's smoking remains. They join together to form Salvage Crews, braving the unpredictable and often deadly landscape of the Mournland, finding items of value and hurrying out before lingering magic of the cataclysm destroys them.
Some work for patrons, others for salvage brokers, and others still for themselves. Survival in Salvation requires quick wits, strong constitution, and trustworthy friends to watch your back.
Are you ready to make your fortune?
It is once again time for some good old fashioned forum recruitment! I am looking for four to five brave souls who want to get into an Eberron campaign!
Name:
Character Race and Class:
Backstory:
Ability Scores:
Backgrounds
DISCIPLE OF THE SOVEREIGN HOST (ACOLYTE) Use the Acolyte background, with the following additions.You were raised and trained in the light of the Sovereign Host. You do not raise any of the nine deities above the other, instead worshipping all of them in the understanding that only taken together do they show a complete picture of life on Eberron.
DEZINA MUSEUM RESEARCHER (ARCHAEOLOGIST) Use the Archaeologist background (from Tomb of Annihilation), with the following additions. The Dezina Museum of Antiquities in Sharn has a remarkable collection of relics from across Eberron. The curator, Emeron Sennared, is hoping to create a new exhibit with relics from the ruined land of Cyre, showing normal objects twisted by the magic of the Mournland. You have found the best way to locate such objects is to join the salvage teams that head into the Gray from the town of Salvation.
WAR IMPOSTOR (CHARLATAN) Use the Charlatan background, with the following additions.When you joined the Karrnathi army near the end of the Last War, your life was not going well. Something in your past was haunting you so much that signing up to die was preferable to staying where you were. Then a miracle happened. You witnessed someone die who looked like you,and you suddenly had access to their life. You took their identity, and when the war ended you could let your old self go and become a new person. The town of Salvation is the perfect place to start over as this new person.
RESISTANCE LEADER (CRIMINAL) Use the Criminal background, with the following additions.At the end of the Last War, your home was occupied by enemy forces. You had to pretend to be subservient to your occupying forces, but you secretly led a resistance group against your captors, hoping to help drive them out and retake your home. Fortunately for you, the war ended before you were found out, but you learned a great number of skills as a member of the resistance. Your life will never be the same because of the war, but there may be a use for your skills in the world of salvage
CAMP PERFORMER (ENTERTAINER) Use the Entertainer background, with the following additions.You never thought yourself a soldier, but when you were forced to join the Brelish army, you had no choice. Fortunately, a superior officer recognized your talent and decided to make you a camp entertainer. You traveled from place to place, raising the spirits of the troops before or after a battle. You even saw your share of close calls, when the battlefront came to your location unexpectedly. You now have the taste for adventure, and still have your entertaining skills to fall back on.
WAR HERO (FOLK HERO) Use the Folk Hero background, with the following additions.During your time in the Cyran army, you quickly earned accommodation after accommodation for valor, skill, and honor. You were on maneuvers outside of the Cyran borders on the Day of Mourning, and soon after the war ended. You no longer had the rank and title you once possessed, but the Cyran refugees know who you are, and they look to you to help reclaim the homeland.
DESPERATE SOUL (GAMBLER) Use the Gambler background (from Acquisitions Incorporated), with the following additions.Your gambling debts were piling up, and your debtors were about to catch up with you. You heard from a friend that if you wanted to get lost—and potentially make enough money to pay off your debts—you should seek out a town called Salvation on the edge of the Mournland. Brokers were paying good coin for artifacts from the Mournland. Enterprising adventurers can make a fortune by just picking up trash in the ruined Cyre! And if that doesn’t work, you can always play cards with newly wealthy fools who come out of that place with the treasures that you want.
AUNDAIRIAN SPECIAL FORCES (GLADIATOR) Use the Gladiator background, with the following additions.During the final years of the Last War, you served in a special unit of the Aundairian army. You were inserted into dangerous areas with special mission objectives. These often involved defeating high profile targets that led groups of mercenaries working for opposing forces. By defeating the leaders of these mercenary groups, and impressing their mercenaries by doing so, you could gain their allegiance and turn them against their former patrons. Your army has no more use for your skills, but you can’t get the love of the danger out of your system.
ENTREPRENEUR (GUILD MERCHANT) Use the Guild Merchant background, with the following additions.Since the end of the Last War, making a living as a merchant has been more and more difficult. Connections are hard to make, and those who made a profit off the war have cornered the market in many commodities. And that doesn’t even include the monopoly-seeking Dragonmarked Houses! Word from your former business connections indicates that a new market in artifacts from ruined Cyre might be a place to invest your time and energy. You might need to get your hands dirty, but the future looks like it could be bright in this new market!
BRELISH DESERTER (HERMIT) Use the Hermit background, with the following additions.During the final years of the Last War, you’d had enough. After so much death and destruction, you needed to escape the madness of endless destruction. Unable to go home because of your status as a deserter of the Brelish army, you needed to hide. You made your home on the border between Cyre and Breland, dodging patrols of both armies and living alone in the wilderness. With the Last War now over, you find that your knowledge of Cyre’s border is now coming in handy.
MERCENARY LEADER (KNIGHT) Use the Knight background, with the following additions.You were a leader for a renowned mercenary group that sold its services to the highest bidder during the Last War. Your group fought valiantly and with honor for those who contracted you, but the war took its toll. By the end, you found it hard to find competent soldiers to serve you. When the war ended, your group disbanded, leaving you with just a few retainers and a stellar reputation.
CYRAN ARISTOCRAT (NOBLE) Use the Noble background, with the following additions.You were born of noble blood in Cyre, and the service you provided your country involved acting as an ambassador to distant lands. With Cyre now destroyed and the Last War ended, you have no station in the world, except with the refugees from Cyre that look to you for leadership in attempting to start a new life. They want to go home, but the terrible event that brought down Cyre must be discovered and reversed before that can happen.
CONSCIENTIOUS OBJECTOR (OUTLANDER) Use the Outlander background, with the following additions.As the Last War raged on, you refused to join the army of Breland. None of the civilized areas would have you, deeming your objections to the war cowardly and unpatriotic. You learned to survive in the hinterlands of Breland, making do with what you could find and avoiding contact with the Brelish military and invaders alike. Now that the war is over, you still face scorn in civilized places, but the town of Salvation seems like a place where anyone might be welcome to start over.
MORGRAVE UNIVERSITY PROFESSOR (SAGE) Use the Sage background, with the following additions.You’ve gained a great deal of knowledge while you studied, and then taught, at Morgrave University in Sharn. When the Last War ended a few years ago, even the most learned academics scratched their heads at who or what caused the Day of Mourning that destroyed Cyre. Many of these are too cautious to truly investigate the Mournland, but your sense of curiosity outweighs that of self-preservation. Journeys into the Mournland might reveal its cause, which would make you the toast of the academic community.
OFFICER IN THE 12TH BRELISH INFANTRY (SOLDIER) Use the Soldier background, with the following additions.During the latter years of the Last War, you served in the Breland Army, under General Millven “Mad Dog” Marshallen. You and your peers were preparing for a foray into Cyre on the Day of Mourning. A few units were already across the border, when the gray fog rolled through and destroyed them in terrible ways. If another hour had passed, you would have been one of them. This visions still haunt you, and you have a driving desire to know what happened
EAR OF THRANE (SPY) Use the Spy background, with the following additions.During the Last War, you were an Ear of Thrane, acting as a spy for that nation, pretending to be a loyal soldier for a different nation. When the war ended, your secret identity was learned. Untrusted by your former friends, you found that the nation of Thrane also mistrusted you, thinking you may have been a double agent. Mistrusted now by both sides, you are a spy without a home.
WAR ORPHAN (URCHIN) Use the Urchin background, with the following additions.The devastation of the Last War spared some, but not you. An attack on your home left your family dead, and you were forced to make your way by any means necessary. You have a driving hatred of whatever military or mercenary force destroyed your home, but your connections to others of your status have made it clear that a new future—and potential fortunes—await in the town of Salvation. It sounds like it might be rough, but it can’t be worse that where you grew up
Patrons
DRAGONMARKED HOUSE Your patron can include any of the thirteen Dragonmarked Houses described in Eberron: Rising from the Last War
HEAD OF STATE Your patron is one of the heads of state of Aundair, Breland, Karrnath, or Thrane. You are an agent that reports your findings, via intermediaries, to the leadership of a nation.
NEWSPAPER You works for the Korranberg Chronicle as a part of a special investigative unit, exploring the causes and ramification of the Last War in general, and the Day of Mourning in particular. You are expected to keep this connection secret and find a way to send reports back to your editor at regular intervals or when you learn something compelling.
RELIGIOUS ORDER You serves the heads of one of the following religious organizations: Sovereign Host, Church of the Silver Flame, Undying Court, or Druids of Khorvaire. You are expected to remain faithful to the premise of each of these organizations while carrying out your investigations of the Mournland.
OTHER You are free to create a patron different than those listed above and weave it into the ongoing story.
Sending PM
Thom Everyman- Midgard One Shots
DMing- The Voyage of the Fallen Star
Interested, forming a character in my mind as I type.
So, correct me if I'm wrong, but in this campaign the mourning and the last war weren't too long ago, correct?
"Ignorance is bliss, and you look absolutely miserable."
Rolling some abilities and then I'll come up with something.
Ability scores: 10 13 7 14 14 11
Name: Irtos
Character Race and Class: Kobold Sorcerer (Draconic)
Background: Urchin
Backstory: Irtos is a war urchin, his tribe being killed during the war. He was found by a Morgrave University Professor during one of the professor's ventures and Irtos followed him back home. However the sage fell ill, and Irtos has been left to fend for himself. Desperate to find a new tribe and fit in somewhere, Irtos hopes that Salvation will offer some new connections.
Character Sheet: https://ddb.ac/characters/32641113/RBO8Sg
The Last War was ended about 2 years ago. So yes, not too long.
Alright, I thought as much. I probably won't post till tomorrow, since it's around 11(I am a proud member of PSTeam) and I'm real tired from a long day of doing completely nothing.
"Ignorance is bliss, and you look absolutely miserable."
I am quite interested I always loved the Eberron setting I will work on my character and edit this post once I get it finished
Name: Charger
Class: Barbarian
Race: Warforged
Backstory:
Literally born for war Charger and his forge siblings were crafted to be soldiers to fight in the Last War taught little but the ways of battle. In the early days of training Charger became great friends with one of his forge siblings designated Breaker. The two would push each other to getter heights during those times. When it came time for the freshly made warforged to take to the battle field Charger was placed in the 12 Brelish Infantry under the command of General Millven Marshallen while his friend and rival Breaker was placed into another unit. Charger would raise to the rank of officer during the latter years of the war, but anytime he and Breaker had leave they always would meet up to compare war stories, the last time the two met was three days before the Day of Mourning. Charger’s unit was to meet with Breaker’s in Cyre on that fateful day but got delayed due to an accident so Charger watched as the gray fog rolled into the field and heard the screams of those killed during the Mourning. Charger’s thoughts went immediately to his forge brother Breaker who was somewhere within that hellscape. Charger’s thought would return to that nightmare of screams and he would ask himself why had that happened, what caused it to happen, could Breaker still be somewhere out there. Now he returns to warped landscape of the Mournland, not as a soldier, but as a scavenger hoping to answer the questions rolling around in his head and to see his friend one last time.
Ability scores: 15 11 16 11 10 14
I have an artificer I've been wanting to play with for a while! I'll throw him in here in a bit. Let's see what my scores will be!
Name -- Coal d'Cannith
Class -- Artificer (future Battlesmith)
Race -- Fire Genasi
Backstory -- Even though Coal was obviously of unknown parentage, a childless older couple of the Cannith family fell in love with him when they found them at the doorstep of the apartment they'd rented while on travel. That immediate connection and the fact that the Cannith consider Fire Genasi good luck helped persuade the d'Cannith's to adopt Coal. They raised him as their own, insisting that the rest of the family treat him the same way. This was successful for a long time, until Coal's cousins started to manifest the Mark of Making and he did not. There became a natural tension between Coal and his adopted family. Coal focused on his studies, easily keeping up in the theoretical of the work, but without the Mark, he had to work twice as hard to get the same results as his peers. Frustrated, he set out on his own, determined to prove his place in the family, without or without the blasted Mark. When Eston, the seat of power of his house was wiped out in what is now the Mournland, Coal realized how important it would be for him to care for the remaining members of his family as well as their charges. This was his chance to prove himself, to prove he deserved his family's name.
Background - Cyran Aristocrat
Ability scores: 12 16 9 7 12 16
(Ahhh, I'm in Germany, so I can't post multiple times during those hours, unfortunately, because those are sleeping hours. If that's not a problem, I'd love to join. If it is, well.. Good luck! I hope the game goes well!)
Salazar - Human Warlock of the Fiend (1) - The Lucarcian Incident
Shepherd Torrent Brallern Water Genasi Druid (1) - Ekuepool
Celeste Belle - Air Genasi Mutant Blood Hunter (1) - Old West
DM for A Waterdhavian Heist
sounds like fun. I am gonna roll, then come up with a character.
Ability scores: 13 12 17 15 10 14
just read the time zone, so I am gonna withdraw :)
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Ability scores first!
Ability scores: 14 15 17 13 15 14
"Ignorance is bliss, and you look absolutely miserable."
Name: Shayne BreenCharacter Race and Class: Human (variant) BardBackstory: Shayne Breen always had a way with words and the ability to charm his way into and out of situations. When war came he knew he did not want to be a soldier but there had to be a way to take advantage of the situation and keep himself off the front lines... Eventually he found work with the Korranberg Chronical as a war correspondent. He was supposed to go to then front lines and report everything he saw. In reality Shayne when to the safest place close to the front lines, talked to those who had been closer, and reported their experiences as his own, using his skill with words to add flair and drama to the otherwise drab tellings of war and horror. (Resistance Leader (Criminal) background with Newspaper patron.)Ability scores: 13 15 12 12 15 12
Disregard - Unfortunately (kind of) I got accepted to a couple other campaigns during the wait and one can only stretch themselves so thing and still keep up their end... Good luck though!
We're doing one small murder-y thing for a bigger, better reason. The ends justify the means.
-- Eleanor Shellstrop
I am interested, and the times posted work very well for me.
https://ddb.ac/characters/32704741/o0UOwz
Ability scores: 13 13 14 16 16 15
Name: Morthwyl d'Kundarak (nie Silverhammer): Mark of warding dwarf artificer.
Backstory: Mort was born to clan Soranath, a small but austere clan of just three spires, his own being Grayroot. Though the resources offered by the land they held were limited, the abundance of Eberron dragonshards has allowed the clan to thrive via the invention of new magical items. The Dol udar began some thirty years ago with the discovery of ancient tunnels seemingly carved by an advanced society of dwarves with access to scientific and arcane knowledge beyond modern understanding. But within these caverns were not only historic artifacts, but untold treasures, spurring a fervor of exploration. It was not long before the conflict began with bizarre denizens of this forgotten place: dolgaunts, dolgrims and dolgarr, mind flayers and sybionts. The influence of the daelkyr, Dyrrn the corruptor has been seeping to the surface of the Mror Holds. Most clans maintain outposts and hold their positions across the lost subterranean kingdom deep below the Ironroot Mountains, the Londurak and Tordannon having withdrawn from the conflict and sealing the shafts.
Trained as a locksmith for the guild, Mort has devised clever devices for the protection of valuables for most of his 65 years, but lately, something has been calling to him. Raised in the faith of The Sovereign, Mort always understood his inspiration to be the word of Onatar, who should be credited in the creation of any artifice he might devise. But this voice was a new and different experience. While all of his earlier creations to date were comprised of inert matter powered by the arcane energy of the dragonshards, of late, Mort has found himself drawing things that could only be described as 'living'. These images came to him after hearing the 'overmind' issue to him this decree: "transcend the flesh." The red puddings kept as livestock in the Holds were his first experimental fleshcrafting subjects. Though the urge is deeper than any fleeting curiosity, the dwarves of clan Soranath are artisans, not warriors so they hire others to venture into the world below. For the knowledge he seeks, Mort has decided to maximize discretion by leaving the Mror Holds in search of a band of adventurers he might employ directly. Being a careful sort, he sets off with just enough coin to procure the service of some adventurers with the promise of a share of the riches and the good name of house Kundarak, whose reputation for fiscal security is beyond reproach. Yet, even as he ventures from the place of his birth, the voice does not abate, its mandate ringing in his mind: "Transcend the flesh!"
OOC: Exploring Eberron coming out soon. More lore on Mror Holds and artificer fluff and lots of other cool stuff.
Ooc. I didn't realize it at the time, but this totally reminds me of the tzimisce from Vampire the Masquerade. Lol.
I haven't had a chance to play in Eberron, I'd love to explore the setting!
Name: CiCi
Character Race and Class: Warforged Cleric (Grave)
Backstory: CiCi was a corpsman (corpsperson? particularly dark humor during the war meant they often just referred to themselves as 'corpses') during the war -- as Warforged were viewed as having little or no emotion, they were often given the tasks associated with soldiers who had died or were too far gone for medical attention to help. But Warforged don't feel no emotion, and CiCi was proud of the way they could bring peace to those suffering so greatly. And then the war came to an end and there were so many dead who were simply left behind, no rest to be found. As soon as they could, CiCi found a way to come back (retired from the military, or got themselves reassigned, etc) and has vowed to dedicate their time to helping to put those souls to rest, since no one else seems able to do it.
Ability Scores: 10 14 13 14 12 9
Birgit | Shifter | Sorcerer | Dragonlords
Shayone | Hobgoblin | Sorcerer | Netherdeep
Ability scores: 12 15 17 17 15 11
Ability scores: 10 12 13 17 15 9
Name: Drogo Dustdraft
Character Race and Class: Rock Gnome, Rogue
Backstory: Drogo Dustdraft was abandoned to the streets shortly after his aberrant dragonmark manifested on his left hand and arm, and he would have likely died there if he hadn’t been taken in by a scavenger and shown the ropes of how to survive in this border region. He has since honed his skills and after the retirement of his mentor, joined a new group to seek his own fortune. During his mentorship he learned how to handle himself in combat and to repair many of the things they'd find. Recently, he'd even begun experimenting with the strange powers granted him by his mark, trying to gain some control over it.
Ability Scores: See Above
https://ddb.ac/characters/32667804/qS2wEP
Name: Skrípi
Character Race and Class: Kenku Monk
Backstory
There was a time before Skrípi was Skrípi, this much he knows. There was a time when he took to the air. He flew. He flew! How incredible is that? He remembers that he looked similar to how he does today, because he once looked in a reflective pool of water. Black feathers and a black beak, and two black eyes staring back at him. But he was smaller than he is now, so much smaller, and light enough to take to the skies. He lived a good enough life, after all, ignorance is bliss. He would trade his newfound intelligence to return to that carefree life, free to take to the skies whenever he liked, in an instant. Instead he's now stuck in this brutish, unwieldy body. Oh, how he wishes he never entered those mists...
It happened under two years ago, after the destruction. In one moment the land was there, and the next moment it wasn't. There were great grey clouds of mist that rolled over the land, and it became dark and foreboding. But beyond the mists, he smelled death and carrion. He was both hungry and stupid, so he decided it would be a good idea to fly through the mists to the other side. The moment he touched the mists, he became confused, his mind filled with strange thoughts, sights, and sounds. He barely made it through without plummeting to the ground. But when he did make it through, oh, what a feast stood before him. So many bodies, so much food, and they seemed to never decompose. He did not find any reason to travel back through those dangerous mists, for there was enough food for a lifetime here, and so he stayed for many days, eating his fill. He was vaguely aware that his body was changing, and it became harder to fly every day, but he payed it no heed. He was lost in his gluttony. And eventually, one day, he could no longer fly at all. In exchange for his flight, he became larger, stronger, his mind growing sharper.
There was a certain point where something changed, and he was suddenly aware that there was more to do than just eat, sleep, and poop. He looked around, and was suddenly incredibly frightened. Everything about this place was wrong. He had to leave. And so, for the first time in over a year, he ventured back past that dead-grey mist. His mind was stronger this time, and he managed to press through without getting lost, finding himself at the edge of the Mournland, with the town of Salvation not too far away. He entered the town, and after they chased him off with torches and pitchforks for the fourth time, the people gave up on trying to get rid of him. Like it or not, the strange birdman was staying. He began to learn language and writing, copying what others said and wrote down, slowly understanding. But like anyone else, he needs to eat, and people tend to frown on him eating more corpses. So, he needs money. And the best source of money in Salvation is salvage, which means returning to the Mournland. Well, he's made it out before...
Ability Scores: 12 17 15 14 16 14
"Ignorance is bliss, and you look absolutely miserable."
Ability scores: 12 11 15 16 15 16
I think I will leave this open through Monday. So for those of you who dropped ability scores and are still working on characters, you've got plenty of time.
Glasaf Rhywun
Human Warlock, CN, Other World Patron
Glasaf Rhywun began life as a scholar, of sorts, but his true beginnings began where he read that tome; or, perhaps a better accounting of the event would be when that tome grabbed him, shook him and linked him to an unworldly alien entity that almost sent him spiraling into gibbering madness. Now he is a reluctant minion to something so far beyond mortal understanding that Glasaf Rhywun feels as though he were split into two, one part human; one part an extension into the physical world of something utterly alien to it. He finds himself in pursuit of knowledge, to what end he knows not; maybe just for sheerly its own sake?
Due to his psychological situation, Glasaf Rhywun has found himself on his own more often than not, seems most folk don't understand him, though they do appreciate the information and items he finds as he searches for any precious scrap of knowledge his benefactor deems 'interesting'. As far as the latter goes, some of the things that prove worthwhile to his patron seem to anyone else utter nonsense, if not even more at outrance to any sort of 'normal' in such a chaotic world. It is the nature of the knowledge that he seeks which has brought him, creeping and scraping around the edges of, dare one say, civilization, to Salvation. More precisely to what lies beyond Salvation.
And in this darkly manifested place even Glasaf Rhywun realizes that to travel into the grey mists alone would be tantamount to suicide. Thus it is that he is trying to find a few stalwart folk to join up with in questing for the treasures hidden therein.
Ability scores: 14 13 10 13 17 14
ddb.ac/characters/14342338/Hfo51P
Panic is a mechanism that strengthens the gene pool.
PM Sent, Warforged Artificer