Eberron - Rising from the Last War

(Jeff_L) #1
OTHER HEADS OF STATE
The head of almost any nation described in chapter 2
could be your patron. For some nations and regions, it's
impossible to speak of a "head of state," but you might
enjoy the patronage of a powerful clan leader or other
prominent figure-perhaps working to make that person
a viable head of state in the long run.
The Heads of State table offers suggestions for the
kind of work you might do for other national leaders in
Khorvaire, if Prince Oargev isn't your patron.

HEADS OF STATE
d20 Patron and Missions
As representatives of the Sibling Kings of Aerenal,
secure trade pacts with the nations of Khorvaire.
2-3 As agents of Queen Aura/a, help her build Aun­
dair's strength in preparation for the next war,
without alerting other nations to her ambitions.
4-5 Assist the Brelish crown in dealing with matters
beyond the capabilities of local law enforcement.
6 As emissaries of Darguun's Lhesh Haruuc, work
to build respect for Darguun as a nation.

(^7) As agents of the Daughters of Sora Kell, keep
the powerful Droaamite warlords in line and
strengthen support for your fledging nation.
8-9 Patrol the forests of the Eldeen Reaches on guard
against threats, particularly those coming from
the Demon Wastes to the west.
10-11 Crack down on the Order of the Emerald Claw's
activities in Karrnath.
12 Strengthen the ties between the Lhazaar princes
while ensuring your prince comes out on top.
13 On behalf of a dwarf clan, search for artifacts in
the underground realms below the Mror Holds.
14 Clear land for a new settlement in Q'barra, driving
out the monsters that haunt the jungle location.
15 Unite several ha/fling tribes of the Talenta Plains
under the banner of a single leader.
16-17 Combat forces of corruption within the Church of
the Silver Flame, both in Thrane and abroad.
18 Gain glory for Valenar by leading raids and bat­
tling threats from the Mourn/and.
19-20 On behalf of one member ofZilargo's Triumvi­
rate, collect information that could be used as
leverage against the other two.


Immortal Being

A greater will than a mere mortal organization or nation
drives your group. It is an ancient power of immortal
majesty, and its purposes are cosmic and inscrutable.

SORA KELL, THE QUEEN OF THE NIGHT
A mysterious figure who appears in lofty myths and
children's fables, Sora Kell extends her reach across the
world and through the myriad planes, claiming mysti­
cal knowledge by force and cunning. A mighty wizard
with magic worthy of epic tales, she is a monster whose


CHAPTER 1 I CHARACTER CREATION


adamantine claws can ftense whole armies before any
soldier can land a blow on her plated hide. Ta les of Sora
Kell claim she is the first night hag, born from Khyber in
the first age of the world alongside the ancient raksha­
sas. Some even claim that her daughters-the hags who
rule Droaam-are either direct agents of her will or have
trapped her and pursue their own goals.
One fact is indisputable: Sora Kell is an immortal be­
ing who employs mortals to do her bidding. In exchange,
she trades lore from her boundless stores of magic
items, racks of scrolls, libraries of ancient spells, maps
of forgotten ruins, and tomes unveiling the mysteries of
the multiverse, which she has secreted away in caches
across the planes.
Appearances. Unlike some other immortal patrons,
Sora Kell's physical form has not been seen on Eberron
for over a century. Perhaps she has set a task before
her daughters and watches events unfold. Maybe she is
trapped upon another plane of existence or is devising
magic that could shake the foundations of existence.
In any case, she appears in the dreams of her agents,
or occasionally uses magical means to communicate,
sometimes directly, other times through sinister omens.
Allies. As a creature of legend, Sora Kell can hardly
be said to have allies, except for a handful of other leg­
ends like the following groups:
Daughters of Sora Kell. Sora Kell's three daughters­
the gifted oracle Sora Teraza, the cunning trickster
Sora Katra, and the vicious monster Sora Maenya­
rule the nation of Droaam, either to facilitate their
own scheming or at their mother's command. Adven­
turers who enjoy the patronage of Sora Kell can im­
pose on her daughters for aid if they should ever find
themselves in or near Droaam. They can also count
on the aid of Daask, a criminal gang in Sham, which
is controlled by Sora Katra.
Lords of Dust. Ancient fiends number among Sora
Kell's allies-not the least of which are her daughters'
three long-forgotten fathers. It isn't for Sora Kell's
pawns to know which of the powerful villains are
friendly to Sora Kell, but she occasionally sends ad­
venturers to lend aid to rakshasas-often lesser fiends
working to free the ancient overlords. Wise adventur­
ers carefully weigh the rewards of working with such
fiends against the costs-to themselves and the world.
Enemies. Like most immortal beings, Sora Kell has
many enemies, though the mortal ones barely merit her
attention. For the most part, only beings like those that
follow dare oppose Sora Kell:
The Dreaming Dark. In Sora Kell's estimation, the
greatest threat to her are the quori of Dal Quor, and
their minions, the Dreaming Dark. Fortunately for the
adventurers that serve Sora Kell, few mortals register
as worthy foes in the alien minds of the quori.
Lords of Dust. Sora Kell has allies among the Lords
of Dust, but she also has bitter rivals. Like the quori,
these fiends rarely pay much attention to Sora Kell's
mortal minions, but they aren't above harming mortal
adventurers just to spite her.
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