[CLOSED] D&D5E Legends of Eberron, Three Spots

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ClosedDungeons & Dragons 5thPublic2 / week_Tripp__
Legends of Eberron are short episodic adventures that take place in the campaign setting of Eberron.

Welcome to Khorvaire!

The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people.

Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world's economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool-to build cities, to sail ships through the skies, and to create both wonders and weapons.

Heroes come in all shapes and sizes, all classes and races. They travel the world, battling villains in instants of over-the-top action. And they unearth fabulous treasure, and deal with narrow escapes and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the world's safety.

The Eberron campaign setting genre is a high fantasy and high magic setting. Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Stories don't always end well, and there isn't a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference-for better or for worse.


Sep 27, 2022 4:52 pm
D&D5E Legends of Eberron

This game is explicitly friendly to all minorities and marginalized groups.

Three Spots Available.

The Pitch:
Legends of Eberron are short adventures that take place in the campaign setting of Eberron.

Eberron Campaign Setting Information

Welcome to Khorvaire!

The world of Eberron has a rich history built on heroic deeds, evolving magic, and the wounds of a long, devastating war. Action, adventure, good, evil, and a thousand shades of gray paint the landscape in broad strokes. Ancient mysteries await discovery so they can influence the world and its people.

Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences unknown in either the modern world or any world of medieval fantasy. Great cities where castles scrape the sky prosper throughout the continent of Khorvaire, and a thriving aristocracy of merchant families controls much of the world's economy thanks to the edge given them by the mysterious and rare dragonmarks. Its people harness magic as a tool-to build cities, to sail ships through the skies, and to create both wonders and weapons.

Heroes come in all shapes and sizes, all classes and races. They travel the world, battling villains in instants of over-the-top action. And they unearth fabulous treasure, and deal with narrow escapes and ominous mysteries that are as likely to shed light on centuries of secrets as they are to threaten the world's safety.

The Eberron campaign setting genre is a high fantasy and high magic setting. Eberron embraces swashbuckling action and pulp adventure while adding a layer of noir intrigue. Stories don't always end well, and there isn't a perfect answer to every problem. The Last War turned old allies into bitter enemies and destroyed an entire nation, leaving behind terrible scars. Crime and corruption lurk in the great cities of Khorvaire. Hidden dragons shape the course of history, and sinister fiends influence the dreams of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference-for better or for worse.

Adventure Information
I am running Oracle of War Part 1 with additional content added. This adventure occurs in Eberron, on the edge of the remains of ruined Cyre. This fallen nation is known as the Mournland across most of Eberron, but as the Gray to the residents of Salvation.

Oracle of War Background:
Near the end of the LAST WAR, the nation of CYRE was demolished in a cataclysmic event known as the DAY OF MOURNING. What remains of Cyre is now called the MOURNLAND. It is said that only the foolhardy and the
desperate venture into that place. An outpost called SALVATION has sprung up in the nation of BRELAND on the fringe of the Mournland. Salvation is populated by desperate SCAVENGERS hoping to make money by looting valuable items from Cyre’s smoking remains: an area they call THE GRAY.

Scavengers join together to form SALVAGE CREWS that brave the unpredictable, and often deadly, landscape of the Mournland, finding items of value and then getting out before the lingering magic of the cataclysm destroys them. Some work for PATRONS, others work for SALVAGE BROKERS, and others work for themselves. Survival in Salvation requires quick wits, a strong constitution, and a friend watching your back.

RPG Rule System: Dungeons & Dragons 5th Edition with House Rules
Game Platform: Play By Post on Gamers Plane
Character Restrictions:

Starting Level is 3

CHARACTER CREATION, GENERAL
Adventuring: PCs should be created with reasons to go on the adventure and thus play the game.

Cooperative Group Play Only: PCs should be created with the party in mind, should have a reason to cooperate and trust each other.

Anti-Heroes: are permitted given the criteria above is met. The anti-hero is still a hero and tends to have non traditional heroic morals and nobility. Anti-Heroes tend to be darker and more controversial. NO EVIL PCs!

Game Duration: Short Episodic Adventure, anticipated six months or less. The goal is a short term commitment.

Post Frequency: Is casual two times per week, weekends optional. Players can more frequently. Players that post less, the game will move on with or without you.

Specialized Software: None

Resources: None

Source Books Permitted:
-Player's Handbook
-Xanathar's Guide to Everything
-Tasha's Cauldron of Everything
-Volo's Guide to Monsters
-Eberron Rising from the Last War Player
-Unearthed Arcana for One DnD

Experience: None needed. If you have questions about character creation or how my games are run please consult sourcebooks listed and Threads I have posted concerning these topics. Also, please be direct with question(s) you ask.

I do not like having to repeat myself, lookup information you already have access to or slog through three paragraphs that could've been summed up in two question sentences.

How to Apply: post a character concept. There is a Player's Guide Oracle of War you can download for free online that you may find useful.

Adult Content: None, No Ickyness! Baseline of game is run at PG-13.

Controversial Themes: War, Political Themes, Religion, Slavery, Racism, Violence, Moral Dilemmas.

Requirements: **Communication among all should be polite and one of mutual respect** ZERO TOLERANCE FOR PROBLEMATIC BEHAVIOR!!!
Last edited September 29, 2022 1:10 am
Sep 27, 2022 4:56 pm
Yay, placeholder for a future character application. Just going to edit as I go along, feedback welcome.
OOC:
It's my understanding that anyone who manifests a dragon mark takes the house surname but if I'm mistaken please correct me.
Plum sent a note to _Tripp__
https://i.imgur.com/8fo4UuP.jpg
Character Name: Gabrielle d'Orien, nee Blackwood
Race: Human, dragonmarked
Proposed Class: Swarmkeeper Ranger
Background: Noble
Alignment: CG

Description: Of average stature and slim, athletic build, Gabrielle's raven-black hair is usually tied back into a hasty ponytail or a braid. Her pale complexion is tanned by the sun, indicating a life spent outdoors, and her face bears scars from a years-old injury. Her posture is excellent and she carries herself upright like a trained dancer. Gabrielle favors clothing in earth tones or dark shades, usually with a modern but otherwise unremarkable cut. She speaks with a soft, breathy voice. On the inside of her forearm she bears the Mark of Passage, though she goes to great lengths to conceal it, usually wearing long sleeves, bracers or gloves.

Personality: Gabrielle is of the calm, deliberate sort. She finds rash action to be exasperating and at times stressful, and she is loath to act without a plan. In her childhood years Gabrielle was often described as cheerful and upbeat despite the forever war but as she reached adulthood her demeanor took on a more sombre aspect. Regardless, even if it does not always shine through, Gabrielle's innate optimism refuses to be extinguished completely.

Backstory (I'll keep it brief for now, can flesh it out later if so desired): Gabrielle is the middle of five children born to Lord & Lady Ir'Blackwood, a cadet branch of House Orien. Her childhood was about as normal as could be expected for someone of her social class who grew up in eastern Breland during the War. Like her sisters, Gabrielle was given a thorough grounding in what were considered the appropriate subjects. Politics, history, etiquette, the arts. From a young age Gabrielle in particular showed great promise in the art of dance, and formal ballet lessons from a demanding tutor soon occupied much of her already-limited free time.

When Gabrielle came of age her Dragonmark manifested and what had been a fairly ordinary noble upbringing mutated into a whirlwind of being presented at various social functions, meeting the Baron, and learning to harness the power of the Mark of Passage. Gabrielle took the House name d'Orien and the regimen of demanding lessons only increased from there. Whenever she was allowed a moment of leisure, Gabrielle would escape to the woods and the fields. She chafed under the regimented life that was more or less predetermined for her, and being out in nature gave her a sense of freedom and connection to the land. More often than not if she left the Blackwood Estate she would be accompanied (or tailed) by family retainers for safety's sake but even that was a welcome reprieve from the stifling world of dinner parties and political doubletalk.

On the Day of Mourning Gabrielle's father and two brothers were with Brelish armies and presumably perished in the cataclysm. The rest of House Blackwood, including Gabrielle's fiancé, were at the manor which was destroyed that day. Gabrielle herself only managed to escape by the power of her Dragonmark, a close brush with death, and she is not sure what fate befell her family. In the months after the cataclysm, Gabrielle wandered alone and aimlessly, using the power of the Mark and her afinity for nature to survive. Eventually she fell in with a group of scavengers which is how she ended up in Sanctuary.

Other secret details:
Plum sent a note to _Tripp__
Character goals:
Short term: Survive.
Medium term: Find out what happened to her fiancé.
Long term: Restore the Blackwood estate to its rightful place in society.
Last edited September 28, 2022 4:38 am
Sep 27, 2022 4:57 pm
At work for now will post a concept later tonight
Name: Fesilb
Race: Goblin
Classe: Rogue
Background: Dezina Museum Researcher (Archeologist)
Alignment: Neutral

Backstory: As a goblin Fesilb live in the fringe of society. "Lucky" for him he was often employed by the Dezina Museum to acquire some item. He knew he was sent in dangerous places as an expandable resource, but still it was bettter than nothong. Now that the curator wants to create a new exhibition his task is yo retrieve some objects twisted by magic in the gray.
Last edited September 28, 2022 3:16 am
Sep 27, 2022 4:58 pm
I am going to work on something now, just placeholding

...Edit

Character Name: Mordaky Amerald
Race: Tiefling (PHB)
Class (level): Fighter (2), Warlock [Fiend] (1)
Background: Desperate Soul (Gambler from Acq. Inc. per the Oracle of War Players Guide)
Alignment: Chaotic Neutral (though his neutrality and greed is merely a front for a good heart)
Personality: Mordaky is fun loving, impulsive, charming, and quirky (lots of gambler's superstitions). There isn't much he wouldn't be willing to bet on to make a couple Sovereign and even less for a Galifar, though he's also not afraid to get his hands dirty to make a couple Crowns if needed. He has a soft spot for kids, especially kids with ancestries that aren't as well looked on, like Tieflings, Goblins, etc.
Backstory (brief): Mordaky was born in Venomous Demesne to a slave human woman and a noble Tiefling. His mother knew what the father had done with other of his spawn and was smart enough to flee successfully. Mordaky grew up feeling like a freak in the lower levels of Sharn. He turned his strength to hard labor but had a soft spot for rolling the dice and soon wracked up a huge debt. So when the debtors came knocking Mordaky was forced to flee with the assistance of powerful ally from beyond the veil, someone who he knew not but spoke in riddles and offered him the power to escape this mundane life. He left Sharn, his mother, everything he'd ever known behind, headed for the town of Salvation where this new power promised he'd find safety from those who would have his head on a pike, and also a place to make a new name for himself and find his destiny.
Last edited September 27, 2022 6:19 pm
Sep 28, 2022 4:29 am
Okay, pretty sure mine is done. Let me know if I missed anything important.
Sep 28, 2022 5:23 am
I would love to try a Mark of Healing Halfling artificer.

Fredo d’Nada (formerly d’Jorasco), an excoriate from House Jorasco.

He has a greater dragonmark, and is very good at what he does (he was being considered to go through the trials of Siberys).

During the war, he was commissioned by his house to develop some chemical weapons, but his cousin (an ungifted marked individual, but sneaky) reported the work to the government, and he was sold as the scapegoat for the activity. He escaped his execution, relying on his contacts with the Boromar clan to give him shelter and work (as a sawbones).

He seeks revenge against his cousin, and he digs into using chemical concoctions to enhance his and others abilities, and to create magical effects.
Sep 28, 2022 11:03 pm
Plum says:
Yay, placeholder for a future character application. Just going to edit as I go along, feedback welcome.
OOC:
It's my understanding that anyone who manifests a dragon mark takes the house surname but if I'm mistaken please correct me.
_Tripp__ sent a note to _Tripp__
https://i.imgur.com/8fo4UuP.jpg
Character Name: Gabrielle d'Orien, nee Blackwood
Race: Human, dragonmarked
Proposed Class: Swarmkeeper Ranger
Background: Noble
Alignment: CG

Description: Of average stature and slim, athletic build, Gabrielle's raven-black hair is usually tied back into a hasty ponytail or a braid. Her pale complexion is tanned by the sun, indicating a life spent outdoors, and her face bears scars from a years-old injury. Her posture is excellent and she carries herself upright like a trained dancer. Gabrielle favors clothing in earth tones or dark shades, usually with a modern but otherwise unremarkable cut. She speaks with a soft, breathy voice. On the inside of her forearm she bears the Mark of Passage, though she goes to great lengths to conceal it, usually wearing long sleeves, bracers or gloves.

Personality: Gabrielle is of the calm, deliberate sort. She finds rash action to be exasperating and at times stressful, and she is loath to act without a plan. In her childhood years Gabrielle was often described as cheerful and upbeat despite the forever war but as she reached adulthood her demeanor took on a more sombre aspect. Regardless, even if it does not always shine through, Gabrielle's innate optimism refuses to be extinguished completely.

Backstory (I'll keep it brief for now, can flesh it out later if so desired): Gabrielle is the middle of five children born to Lord & Lady Ir'Blackwood, a cadet branch of House Orien. Her childhood was about as normal as could be expected for someone of her social class who grew up in eastern Breland during the War. Like her sisters, Gabrielle was given a thorough grounding in what were considered the appropriate subjects. Politics, history, etiquette, the arts. From a young age Gabrielle in particular showed great promise in the art of dance, and formal ballet lessons from a demanding tutor soon occupied much of her already-limited free time.

When Gabrielle came of age her Dragonmark manifested and what had been a fairly ordinary noble upbringing mutated into a whirlwind of being presented at various social functions, meeting the Baron, and learning to harness the power of the Mark of Passage. Gabrielle took the House name d'Orien and the regimen of demanding lessons only increased from there. Whenever she was allowed a moment of leisure, Gabrielle would escape to the woods and the fields. She chafed under the regimented life that was more or less predetermined for her, and being out in nature gave her a sense of freedom and connection to the land. More often than not if she left the Blackwood Estate she would be accompanied (or tailed) by family retainers for safety's sake but even that was a welcome reprieve from the stifling world of dinner parties and political doubletalk.

On the Day of Mourning Gabrielle's father and two brothers were with Brelish armies and presumably perished in the cataclysm. The rest of House Blackwood, including Gabrielle's fiancé, were at the manor which was destroyed that day. Gabrielle herself only managed to escape by the power of her Dragonmark, a close brush with death, and she is not sure what fate befell her family. In the months after the cataclysm, Gabrielle wandered alone and aimlessly, using the power of the Mark and her afinity for nature to survive. Eventually she fell in with a group of scavengers which is how she ended up in Sanctuary.

Other secret details:
_Tripp__ sent a note to _Tripp__
Character goals:
Short term: Survive.
Medium term: Find out what happened to her fiancé.
Long term: Restore the Blackwood estate to its rightful place in society.
I'm okay with you taking the house surname. I just sent you an invite.
Sep 29, 2022 12:34 am
Making a placeholder for a Monk concept…

http://www.xenaville.com/articles/ares.jpg
Name: Arias
Race: Human
Gender: Male
Class: Monk (Kensai)

Background: Arias' earliest memories are of a city of thousands, parents interacting with high-ranking officials, and finally running. Arias doesn't recall the exact reasons, but he recalls his mother and sister being placed on a boat flying a flag (which he later came to know was associated with Sharn) and sailing off while he and his father joined a caravan which seemed to travel for weeks. Late in the night his father took him, and they fled on foot through miles and miles of similar lands until they met a guide who was to take them to a place called Adar where they would leave to rejoin Arais' mother and sister.

Days into the journey, military forces came riding after them, only for Arias' father to stay behind to give the guide and Arias a chance of escape. Arias watched from afar as a soldier cut down his father with the swipe of a double-bladed glaive and from that point, much of the next few days took on something of a dreamlike quality. Arias' next clear memories are of being welcomed into the Haztaratain monastery as an initiate. There, he spent the last decade learning to sharpen not just his body, but his mind as well. He developed his skills in such a manner that he was able to master an ancient Adaran weapon and use it to focus upon as he went through his kata.

Weeks ago however, the monk in charge of his training called upon Arias and gave him a message from his sister. It had taken her years to find out he was alive and where he was, but she asked him to come to Sharn. Their mother had been killed a couple years before as she fought for Cyre in the closing days of the Last War. Now, to pay her debts and his sister's debts, his sister was being told she should choose to wed a Khorvairan merchant rather than pay with servitude to the debt-holders. His superior arranged passage through Dvaarnava to Sharn by way of the city of Dar Jin in Reidra where the Five Nations had embassies. An odd sense of deja-vu struck Arias as he watched the leavings and arrivals in the harbor before they sailed from Dar Jin. It struck him that that very dock had been the one his father had sent his mother and sister away from and that that must have been the city he grew up in.

How did the Last War affect the character? Did he lose family or loved ones? Was his community destroyed? Was he involved in the fighting?
Living in the Haztaratain Monastery as he did, the Last War was distant and did not directly affect him. However, as he came to find out he did lose his mother who had been serving as a mercenary for Cyre.

Does the character have a dragonmark, and if so, what is his relationship with his house?
He does not currently have a Dragonmark. However, with a distant family link to House Orien, he may still develop one.

What are his religious beliefs, and how committed is he to his religion?
WIP

Does he have any enemies, and if so, how did he come by them? Does he have any old friends?
WIP

What are the character’s loyalties or motivation, and how did he come by them?
WIP

How did the character come by his class, and what does his class mean for him?
His training at the Haztaratain monastery has been all that he's known for years.

Does he have any personal long-term goals? Finding a long-lost relative or loved one? Solving an ancient mystery? Restoring honor to his family? Achieving great wealth or fame?
Find his sister, more TBD.
Last edited September 29, 2022 6:01 pm
Sep 29, 2022 1:04 am
GeneralET says:
At work for now will post a concept later tonight
Name: Fesilb
Race: Goblin
Classe: Rogue
Background: Dezina Museum Researcher (Archeologist)
Alignment: Neutral

Backstory: As a goblin Fesilb live in the fringe of society. "Lucky" for him he was often employed by the Dezina Museum to acquire some item. He knew he was sent in dangerous places as an expandable resource, but still it was bettter than nothong. Now that the curator wants to create a new exhibition his task is yo retrieve some objects twisted by magic in the gray.
Just sent you an invite
Sep 29, 2022 1:05 am
Madclergy says:
I am going to work on something now, just placeholding

...Edit

Character Name: Mordaky Amerald
Race: Tiefling (PHB)
Class (level): Fighter (2), Warlock [Fiend] (1)
Background: Desperate Soul (Gambler from Acq. Inc. per the Oracle of War Players Guide)
Alignment: Chaotic Neutral (though his neutrality and greed is merely a front for a good heart)
Personality: Mordaky is fun loving, impulsive, charming, and quirky (lots of gambler's superstitions). There isn't much he wouldn't be willing to bet on to make a couple Sovereign and even less for a Galifar, though he's also not afraid to get his hands dirty to make a couple Crowns if needed. He has a soft spot for kids, especially kids with ancestries that aren't as well looked on, like Tieflings, Goblins, etc.
Backstory (brief): Mordaky was born in Venomous Demesne to a slave human woman and a noble Tiefling. His mother knew what the father had done with other of his spawn and was smart enough to flee successfully. Mordaky grew up feeling like a freak in the lower levels of Sharn. He turned his strength to hard labor but had a soft spot for rolling the dice and soon wracked up a huge debt. So when the debtors came knocking Mordaky was forced to flee with the assistance of powerful ally from beyond the veil, someone who he knew not but spoke in riddles and offered him the power to escape this mundane life. He left Sharn, his mother, everything he'd ever known behind, headed for the town of Salvation where this new power promised he'd find safety from those who would have his head on a pike, and also a place to make a new name for himself and find his destiny.
Sent you an invite.
Sep 29, 2022 1:08 am
HeroAmongMen says:
I would love to try a Mark of Healing Halfling artificer.

Fredo d’Nada (formerly d’Jorasco), an excoriate from House Jorasco.

He has a greater dragonmark, and is very good at what he does (he was being considered to go through the trials of Siberys).

During the war, he was commissioned by his house to develop some chemical weapons, but his cousin (an ungifted marked individual, but sneaky) reported the work to the government, and he was sold as the scapegoat for the activity. He escaped his execution, relying on his contacts with the Boromar clan to give him shelter and work (as a sawbones).

He seeks revenge against his cousin, and he digs into using chemical concoctions to enhance his and others abilities, and to create magical effects.
Sent you an invite
Sep 29, 2022 6:46 pm
Knighthawke says:
Making a placeholder for a Monk concept…

http://www.xenaville.com/articles/ares.jpg
Name: Arias
Race: Human
Gender: Male
Class: Monk (Kensai)

Background: Arias' earliest memories are of a city of thousands, parents interacting with high-ranking officials, and finally running. Arias doesn't recall the exact reasons, but he recalls his mother and sister being placed on a boat flying a flag (which he later came to know was associated with Sharn) and sailing off while he and his father joined a caravan which seemed to travel for weeks. Late in the night his father took him, and they fled on foot through miles and miles of similar lands until they met a guide who was to take them to a place called Adar where they would leave to rejoin Arais' mother and sister.

Days into the journey, military forces came riding after them, only for Arias' father to stay behind to give the guide and Arias a chance of escape. Arias watched from afar as a soldier cut down his father with the swipe of a double-bladed glaive and from that point, much of the next few days took on something of a dreamlike quality. Arias' next clear memories are of being welcomed into the Haztaratain monastery as an initiate. There, he spent the last decade learning to sharpen not just his body, but his mind as well. He developed his skills in such a manner that he was able to master an ancient Adaran weapon and use it to focus upon as he went through his kata.

Weeks ago however, the monk in charge of his training called upon Arias and gave him a message from his sister. It had taken her years to find out he was alive and where he was, but she asked him to come to Sharn. Their mother had been killed a couple years before as she fought for Cyre in the closing days of the Last War. Now, to pay her debts and his sister's debts, his sister was being told she should choose to wed a Khorvairan merchant rather than pay with servitude to the debt-holders. His superior arranged passage through Dvaarnava to Sharn by way of the city of Dar Jin in Reidra where the Five Nations had embassies. An odd sense of deja-vu struck Arias as he watched the leavings and arrivals in the harbor before they sailed from Dar Jin. It struck him that that very dock had been the one his father had sent his mother and sister away from and that that must have been the city he grew up in.

How did the Last War affect the character? Did he lose family or loved ones? Was his community destroyed? Was he involved in the fighting?
Living in the Haztaratain Monastery as he did, the Last War was distant and did not directly affect him. However, as he came to find out he did lose his mother who had been serving as a mercenary for Cyre.

Does the character have a dragonmark, and if so, what is his relationship with his house?
He does not currently have a Dragonmark. However, with a distant family link to House Orien, he may still develop one.

What are his religious beliefs, and how committed is he to his religion?
WIP

Does he have any enemies, and if so, how did he come by them? Does he have any old friends?
WIP

What are the character’s loyalties or motivation, and how did he come by them?
WIP

How did the character come by his class, and what does his class mean for him?
His training at the Haztaratain monastery has been all that he's known for years.

Does he have any personal long-term goals? Finding a long-lost relative or loved one? Solving an ancient mystery? Restoring honor to his family? Achieving great wealth or fame?
Find his sister, more TBD.
Just sent you an invite
Sep 29, 2022 6:47 pm
This posting is closed, the max number of players has been reached for this game.

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