Baxter Peters
Considering Writing Again
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Dungeon Master
Inner Sanctum Nobility
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Eberron is a D&D campaign setting. Picture your typical D&D castle-land, then add 300 years of development. In Eberron a late-Victorian/early modern society is in full swing, except technology never advanced due to a reliance on greater and more marvellous magic. Instead of the Printing Press, the Cannon, and the Steam Engine the innovations that revolutionised Eberron were the Invisible Scribe, the Siege Staff, and the Bounded Elemental. Rather than "steampunk," it's "magepunk." City streets are lit with everbright lanterns, and the village square might be centered on a cleansing stone which the villagers use to clean their laundry.
Magic is a part of everyday life, yet most individuals do not really understand how it works (much like our own society's relation to computers). Despite a societal reliance on magic those who can cast spells beyond the very simple are exceeding rare, even more so than in a typical fantasy setting.
Industrialized magic is controlled by twelves Houses (think megacorporations), each characterized by a magical "dragonmark," which gives them magical abilities, and the ability to control certain kinds of magic items. Each house maintains a monopoly over the magical services it offers. The 12 Houses became especially powerful during The Last War, where they remained neutral yet sold their services to all sides.
The Last War was a continent spanning conflict that ended less than 2 years ago. The once strong Kingdom of Galifar broke apart into 5 warring nations, each vying for total control of the continent of Khorvaire. The Last War was long and devastating, with the scars of the war still apparent in both the landscape and society of Khorvaire. Fresh methods of war were devised; terrifying spells, titanic siege engines, and a new race of living weapons: the Warforged. The war only ended because the nation of Cyre was destroyed in a magical cataclysm called the Mourning. What was once the proud nation of Cyre is now a magical wasteland. Nobody knows what caused the Mourning, and it is only fear of the possibility that it could happen again that has lead to the tenuous peace which characterizes the continent of Khorvaire.
Eberron is a world of Noir Intrigue, the world is a complex mess of grey morality and conflicting motivations. Things do not always end well for the heroes, good does not always triumph over evil, and often it's not clear which side is which.
So, what's your side?
Here's my idea:
You are members of the King's Dark Lanterns, a secret intelligence agency that answers directly to King Boranel il'Wynarn of Breland. You are his eyes, ears, and knife in the dark. The king is beset by foes on every side—from other nations, from the Dragonmarked Houses, and even from within his own parliament, and he's counting on you to protect him. This message will self-destruct.
Basically, magical Mission Impossible.
EDIT 4/8/21
5th Level Characters - Standard Point Buy for Attributes - Normal Starting Gear with Extra Gear Provided by the Dark Lantern Organization (I'll give your characters things based on mission) - All official D&D content is allowed with the caveat that if your character concept doesn't fit the campaign concept, I'll need some good convincing.
I've created a campaign page on D&D Beyond. To get a campaign invite link, you'll need to PM me with you character concept. That concept isn't something that has to be set in stone. When you start building your characters you might find other inspiration, however I want an initial PM showing real interest.
Magic is a part of everyday life, yet most individuals do not really understand how it works (much like our own society's relation to computers). Despite a societal reliance on magic those who can cast spells beyond the very simple are exceeding rare, even more so than in a typical fantasy setting.
Industrialized magic is controlled by twelves Houses (think megacorporations), each characterized by a magical "dragonmark," which gives them magical abilities, and the ability to control certain kinds of magic items. Each house maintains a monopoly over the magical services it offers. The 12 Houses became especially powerful during The Last War, where they remained neutral yet sold their services to all sides.
The Last War was a continent spanning conflict that ended less than 2 years ago. The once strong Kingdom of Galifar broke apart into 5 warring nations, each vying for total control of the continent of Khorvaire. The Last War was long and devastating, with the scars of the war still apparent in both the landscape and society of Khorvaire. Fresh methods of war were devised; terrifying spells, titanic siege engines, and a new race of living weapons: the Warforged. The war only ended because the nation of Cyre was destroyed in a magical cataclysm called the Mourning. What was once the proud nation of Cyre is now a magical wasteland. Nobody knows what caused the Mourning, and it is only fear of the possibility that it could happen again that has lead to the tenuous peace which characterizes the continent of Khorvaire.
Eberron is a world of Noir Intrigue, the world is a complex mess of grey morality and conflicting motivations. Things do not always end well for the heroes, good does not always triumph over evil, and often it's not clear which side is which.
So, what's your side?
Here's my idea:
You are members of the King's Dark Lanterns, a secret intelligence agency that answers directly to King Boranel il'Wynarn of Breland. You are his eyes, ears, and knife in the dark. The king is beset by foes on every side—from other nations, from the Dragonmarked Houses, and even from within his own parliament, and he's counting on you to protect him. This message will self-destruct.
Basically, magical Mission Impossible.
EDIT 4/8/21
5th Level Characters - Standard Point Buy for Attributes - Normal Starting Gear with Extra Gear Provided by the Dark Lantern Organization (I'll give your characters things based on mission) - All official D&D content is allowed with the caveat that if your character concept doesn't fit the campaign concept, I'll need some good convincing.
I've created a campaign page on D&D Beyond. To get a campaign invite link, you'll need to PM me with you character concept. That concept isn't something that has to be set in stone. When you start building your characters you might find other inspiration, however I want an initial PM showing real interest.
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