Eberron - Rising from the Last War

(Joyce) #1
REPORTING REPERCUSSIONS
Your reporting changes lives-you like to think for the
better. Sometimes, though, your work has drawn some
fairly pointed criticism and earned you an enemy. Refer­
ence the Story Aftermath table to determine the reper­
cussions of one of your most impactful stories.

STORY AFTERMATH
d6 Aftermath
Business. Your reporting put a serious dent in a busi­
ness, and that organization refuses to deal with you.
2 Dragonmarked House. One of the dragonmarked
houses has sworn revenge against yo u. You avoid show­
ing your face in their facilities.
3 Criminal. You exposed a criminal conspiracy. Most in­
volved were arrested, but a few crooks remain free.
4 Politician. You ended a politician's career, and they've
sworn to return the favor.
5 Rival Newspaper. You got the scoop of a lifetime by
stealing it from another newspaper. Now that paper
tries to undermine you at every turn.
6 Innocent Victim. You rashly published the name of a
person you incorrectly thought was connected to a
scandal, ruining their life.

NEWSPAPER CONTACTS
Usually, your primary contact-the person who gives
you assignments for the newspaper-is an editor of
some kind, who takes the stories you write and makes
them suitable for the printed page. Depending on the
editor, you might not even recognize the stories when
they're printed, and your editor's personality and goals
can have a tremendous impact on your work for the
paper. Consult the Newspaper Contact table to learn
about the editor or other newspaper figure you're re­
sponsible to.


NEWSPAPER CONTACT
d8 Primary Contact
A tough-as-nails senior editor who holds you to high
standards but rewards you well when you reach them
2 A wealthy newspaper owner who demands the paper
use your work even though the editor doesn't want to
3 An ambitious junior editor who hopes that your work
will help them rise through the ranks
4 A senior reporter obsessed with their own supposedly
groundbreaking work, making you run down the day­
to-day stories they don't consider "real journalism."
5 An editor who is more interested in keeping powerful
friends happy than in reporting the truth
6 An editor who thinks the way to make reporters do
their best work is by making them compete with each
other, setting your group up against a team of rivals
7 An editor who suffered horrors during the Last War
and is desperate for signs of hope
8 A cynical editor who seeks the corruption and down
side in every story

THE KORRANBERG

(M�ON�(l(
SPECIAL SUL EDITION

WAR IS OVER!


Tr eaty ofThronehold signed. Galifar is no more.

OTHER NEWSPAPERS
Besides the well-respected Korranberg Chronicle, other
newspapers in Khorvaire can be grouped into a few dif­
ferent categories:
Local Rags. Small papers such as the Vathirond]our­
nal, the Vedykar Sentinel, and the Write of Passage
are limited in circulation to their own home city, and
their coverage is similarly limited in perspective.
Mainstream Media. The Breland Ledger, the Sham
Inquisitive, the Aundairian Scroll, and papers like
them present generally balanced coverage of world
events. They are usually a little slanted in favor of their
home nations.
Propaganda. Some newspapers, such as the Voice of
Breland and similar papers in other nations, print
fiercely partisan news that seems designed to fan the
flames of resentment that linger after the Last War.
Running Yo ur Own. Rather than work for an existing
outlet, you can run your own newspaper. You own a
small office and a printing press, and keep 2d4 employ­
ees to manage daily tasks and keep the paper going to
press. You gain the benefit of press access as described
earlier. Additionally, you can use the Running a Busi­
ness downtime activity to direct the activities of your pa­
per in hopes of increasing your earnings, as described
at the start of this section.

Religious Order

Your group acts in the service of one of Khorvaire's
most prominent or obscure religious institutions. Per­
haps you're a team of devotees pursuing a cause for your
faith, or maybe you're a bunch of cynics taking advan­
tage of a wealthy congregation. You could be on a mis­
sion to retrieve sacred relics lost in ancient ruins, holy
objects from war-ravaged temples, or treasures to fill the
church's coffers. Your faith might drive you to hunt evil
monsters or stave off interplanar invasions, to protect
and defend the powerless from oppression and exploita­
tion, or to spread the teachings of your religion in a land
that's hostile to it. Or you could serve a corrupt hierar­
chy by making its enemies quietly disappear-though
even the most cynical mercenaries might become true
believers when confronted with the miraculous.
The patronage of a religious order isn't simply a
matter of each member of your group belonging to the
same faith. An actual organization-with its own re­
sources, goals, and leaders-sponsors and directs your
adventures.

CHAPTER I I CHARACTER CREATION
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