Eberron has long been the campaign setting I’ve desired to run but always felt I needed practice before hand. So after running a couple modules and small home brew campaigns I’ve decided I’m ready. I’ve spent hours combing books, articles, and listening to podcasts to where I feel I have a solid grasp on the lore and workings of Eberron. I have 3 core players with 2-3 more that will probably miss some sessions here and there. Long story short for the characters of 2 of the core players I think it’s best to tie them into the Draconic Prophecy with maybe the end goal of the campaign being them stopping an Overlord from being released or something similar in scale. All the while I’d like for them to never know how integral they are to things that are happening or know that they are being manipulated by both sides. One of the players is a circle of stars druid and I thought it be cool to occasionally have POIs show up on his map in a almost prophetic vision type way. This will undoubtedly give me ways to indirectly railroad the party or steer them in whatever way I see fit. The other is a Lizardfolk Watchers Paladin of the Silver Flame who’s tribe has always worshipped the celestial Couatl whom I think can tie in rather nicely.
Does this idea sound okay? Any tips on using the Draconic Prophecy? Any ideas for involving the Overlords, Lords of Dust, and Chamber? Really any tips or story hooks are much appreciated.
When I started my Eberron campaign, I went heavily with the interplanar aspects of the manifest zones. A villain had created a planar anchor to pull Xoriat into Coterminus, allowing a Mind Flayer minion of The Daelkyr to infiltrate sharn and start taking people over with Intellect Devourers.
After that, I gave them three main options, to head to Fairhaven to investigate rumors of Treaty violating warforged research, to head to The Lhazaar Principalities to deal with a PC's rival who was building a terrorizing pirate fleet and causing problems, or to head to Q'barra to retrieve artifacts from a long lost temple from the age of the Overlords.
Ultimately Khorvaire is an incredibly diverse continent with lots of different opporunities, so it's important to give your players options and let them decide how they want their adventure to unfold.
Using prophecies from the star druid is a good opportunity to drop seeds about events and locations around the world that the party might want to interact with, or at least a way to foreshadow things.
For the draconic prophecies, a great way to make the party feel like they aren't in the center of everything is just to let it lie, for a long time. One of my PC's unknowingly met a dragon in elf form, and saved their life, at the end of the Silver Crusade. The dragon was part of the chamber and taking a direct influence on the events the Church of the Silver Flame was orchestrating to wipe out Lycanthropy and persecuing Shifters (PC's race). The NPC disappeared one day, stating they had taken enough of a vacation and had to get back to work.
Later on, in Lhazaar, they found him, in an underwater temple (Sunken Planar Observatory), having gone mad from the visions he'd seen of ruin to come to the world. Along the way, i'd been dropping little mysterious seeds and making notes of them. At this point, once they beat the dragon and cured him of his madness, he started talking to them of the prophecies he had been seeing, and they started to tie a lot of the "Foreshadowing" i'd been dropping together, and the party was having "Aha" moments. He was referencing things the party had been involved with, and others that they chose not to investigate.
Ultimately, Eberron is really fantastical and high magic, so just have fun with it, and if you have to choose between playing it safe or swinging for the fence, I'd recommend swinging away.
A good idea I had for the Overlords was that the Lord of Blades had declared war on the human kingdoms, and was using the Mournland as a base of operations. The violence was unknowingly empowering Rak Tulkhesh, the Rage of War, and if the conflict continues, his seal will break. I had an idea that a Lord of Dust Rakshasa was taking the forms of important figures around the world and manipulating the events towards further violence, in hopes that his Master would eventually be freed.
Eberron has long been the campaign setting I’ve desired to run but always felt I needed practice before hand. So after running a couple modules and small home brew campaigns I’ve decided I’m ready. I’ve spent hours combing books, articles, and listening to podcasts to where I feel I have a solid grasp on the lore and workings of Eberron. I have 3 core players with 2-3 more that will probably miss some sessions here and there. Long story short for the characters of 2 of the core players I think it’s best to tie them into the Draconic Prophecy with maybe the end goal of the campaign being them stopping an Overlord from being released or something similar in scale. All the while I’d like for them to never know how integral they are to things that are happening or know that they are being manipulated by both sides. One of the players is a circle of stars druid and I thought it be cool to occasionally have POIs show up on his map in a almost prophetic vision type way. This will undoubtedly give me ways to indirectly railroad the party or steer them in whatever way I see fit. The other is a Lizardfolk Watchers Paladin of the Silver Flame who’s tribe has always worshipped the celestial Couatl whom I think can tie in rather nicely.
Does this idea sound okay? Any tips on using the Draconic Prophecy? Any ideas for involving the Overlords, Lords of Dust, and Chamber? Really any tips or story hooks are much appreciated.
Those ideas sound great.
When I started my Eberron campaign, I went heavily with the interplanar aspects of the manifest zones. A villain had created a planar anchor to pull Xoriat into Coterminus, allowing a Mind Flayer minion of The Daelkyr to infiltrate sharn and start taking people over with Intellect Devourers.
After that, I gave them three main options, to head to Fairhaven to investigate rumors of Treaty violating warforged research, to head to The Lhazaar Principalities to deal with a PC's rival who was building a terrorizing pirate fleet and causing problems, or to head to Q'barra to retrieve artifacts from a long lost temple from the age of the Overlords.
Ultimately Khorvaire is an incredibly diverse continent with lots of different opporunities, so it's important to give your players options and let them decide how they want their adventure to unfold.
Using prophecies from the star druid is a good opportunity to drop seeds about events and locations around the world that the party might want to interact with, or at least a way to foreshadow things.
For the draconic prophecies, a great way to make the party feel like they aren't in the center of everything is just to let it lie, for a long time. One of my PC's unknowingly met a dragon in elf form, and saved their life, at the end of the Silver Crusade. The dragon was part of the chamber and taking a direct influence on the events the Church of the Silver Flame was orchestrating to wipe out Lycanthropy and persecuing Shifters (PC's race). The NPC disappeared one day, stating they had taken enough of a vacation and had to get back to work.
Later on, in Lhazaar, they found him, in an underwater temple (Sunken Planar Observatory), having gone mad from the visions he'd seen of ruin to come to the world. Along the way, i'd been dropping little mysterious seeds and making notes of them. At this point, once they beat the dragon and cured him of his madness, he started talking to them of the prophecies he had been seeing, and they started to tie a lot of the "Foreshadowing" i'd been dropping together, and the party was having "Aha" moments. He was referencing things the party had been involved with, and others that they chose not to investigate.
Ultimately, Eberron is really fantastical and high magic, so just have fun with it, and if you have to choose between playing it safe or swinging for the fence, I'd recommend swinging away.
A good idea I had for the Overlords was that the Lord of Blades had declared war on the human kingdoms, and was using the Mournland as a base of operations. The violence was unknowingly empowering Rak Tulkhesh, the Rage of War, and if the conflict continues, his seal will break. I had an idea that a Lord of Dust Rakshasa was taking the forms of important figures around the world and manipulating the events towards further violence, in hopes that his Master would eventually be freed.