Eberron - Rising from the Last War

(Joyce) #1
d6 Mission
3 Dawn Raid. You traveled hundreds of miles around en­
emy lines to reach your target. In a single day, months
of enemy preparation went up in fl ames.
4 Break the Line. During a key battle, you were part of a
heroic push to break the enemy line.
5 Liberator. You were at the forefront of a daring assault
to liberate a captured citadel or town.
6 Sharp Eye. The enemy's secret attack would've been
devastating. Luckily, you spotted it in time.

NEMESIS
During the Last War, you had a run-in with a particu­
larly dangerous foe, one who still haunts your night­
mares. One day you'll have your revenge. Consult the
Nemesis table to determine the identity of your foe.

NEMESIS
d6 Nemesis
Necromancer. You lost a lot of friends in battle, but
what made it worse was watching that cackling wizard
raise them as zombies and turn them against you.
2 Camp Commandant. As prisoners of war, you were
captured and subjected to brutal conditions in a pris­
oner camp. The commandant delighted in your pain.
3 Inept Commander. Your friends would still be alive if
one incompetent officer with political power and influ­
ential allies hadn't sent you on a disastrous mission.
4 Colossus. You were among those who survived an
encounter with a warforged colossus. Cyre or House
Cannith-whoever was responsible for such a night­
mare-deserves whatever evil fate comes their way.
5 Mercenaries. A band of traitorous mercenaries who
switched sides, turning the battle against you.
6 Champion. One mighty hero fought on the enemy side,
wielding powerful magic and cruel strategies against
the rank-and-file soldiers on your side.

MILITARY CONTACTS
Your group's primary contact within your hierarchy is
generally your superior officer-the person who gives
you orders and is responsible for your success or failure.
The Commanding Officer table offers suggestions for
the personality and goals of that officer.


COMMANDING OFFICER


d8 Officer
An angry officer who yells every order, reprimands you
for even the smallest mistake, and fu lly expects you to
fail at every mission you undertake
2 A battle-scarred officer who experienced terrible hor­
rors during the Last War and is barely capable of giving
you orders through a haze of intoxication

d8 Officer
3 A grim officer who expects the Last War to reignite at
any moment and intends to be ready
4 A cheerful officer with a dark sense of humor who mer­
rily sends you into grave danger
5 A kindly officer who is hesitant to send you into danger
and constantly reminds you to be careful
6 A bitter officer who carries deep grudges against your
nation's enemies in the Last War and leaps at any
chance to deal them any blow
7 An optimistic officer who believes that a new era of
peace is just over the horizon, as soon as these few
last military tasks are complete
8 A devout officer who believes that your success or fail­
ure lies entirely in divine hands and you're ultimately
just along for the ride

OTHER MILITARY FORCES
Every nation in Khorvaire has its military forces. In
addition to the Redcloak Battalion, the following groups
number among the forces most likely to make use of a
team of adventurers:
Blademarks Guild. House Deneith manages mercenary
activities across Khorvaire through its Blademarks
Guild, with house members serving as officers, train­
ers, and strategists. The rank-and-file soldiers of the
guild are largely human mercenaries but also includes
significant numbers of hobgoblins from Darguun,
elves from Va lenar, and Cyran soldiers who no longer
have a nation to fight for.
Maruk Ghaash'kala. Among the ore tribes of the
Demon Wastes, the Maruk tribe inhabits the deadly
Labyrinth that lies between the wastes and the Eldeen
Reaches. In its sacred dedication to containing the
threat of the Lords of Dust, it draws significant num­
bers of ore barbarians from the Shadow Marches, hu­
man scouts from the Eldeen Reaches, and even youths
from the Carrion Tribes that live deeper in the wastes.
Q'barra. The frontier nation of Q'barra has significant
need for military forces to protect its communities
from the lizardfolk, warbands from Valenar, Lhazaar
marauders, and other dangers of the jungle.
Valenar. The elves of Valenar have no interest in peace,
but they participated in the talks that led to the Treaty
of Thronehold to gauge the measure of their enemies
and gain acceptance in the human courts. Today,
Va lenar forces continue to raid the Talenta Plains and
Q'barra on a regular basis, in stark defiance of the
Treaty of Thronehold. A Valenar warband is unlikely
to contain members of races other than elves and per­
haps half-elves, but such a band could make an inter­
esting military party.

CHAPTER I I CHARACTER CREATION
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