Eberron - Rising from the Last War

(Joyce) #1
THE KORRANBERG

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ELDEEN FRACAS


FULFILLS


PROPHECY


"In the darkest night of the Dragon Below, storm and
dragon are reunited, and they break together upon the
legions of the Blasphemer." According to Thausil Ken­
nar, a noted scholar at the Library of Korranberg, these
words, translated from an ancient prophecy, foretell the
course of recent events in the Eldeen Reaches, where an
upstart warlord led a barbarian army from the Demon
Wastes on a mission of plunder.
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breaking modern developments, keep reading the
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OTHER IMMORTAL BEINGS
Va rious immortal beings exert their will upon the peo­
ple and nations of Eberron. Many are villainous fo rces
that adventurers might find themselves resisting, such
as the fiends of the Lords of Dust or the Quori and the
Dreaming Dark. Even those without evil motives are
often inscrutable-the agendas of immortal beings span­
ning millennia. What role you might play in an immor­
tal's schemes and what sorts of deeds you'll be called on
to perform varies from patron to patron. Consider the
following options when determining what immortal pa­
tron your party might serve:


Flamewind. A gynosphinx with oracular powers came
back to Morgrave University with a Xen'drik expedi­
tion two years ago, and took up residence there. In
addition to her first-hand knowledge of Xen'drik, she
is one of the few nondragons to have made extensive
study of the Draconic Prophecy. She sometimes
sends adventurers on missions by uttering a cryptic
prophecy. "It is time for the Globe of Seven Lights to
be brought out of Xen'drik," she might say. She never
explains her proclamations, and never provides infor­
mation on mundane affairs.
Faerie Court. Somewhere deep in the western forest of
the Eldeen Reaches lies the Twilight Demesne, where
powerful archfey hold court over an ongoing revelry.
It often appears as if nothing more than mischief and
caprice governs the actions of the archfey, but they
have ancient interests in the mortal world-as well as
extensive rivalries among themselves.
Undying Court. The honored, undead ancestors of Ae­
renal rule the elven nation and shape their people's
destiny. These undead-known as deathless-despise
evil undead, nurture an ancient grudge against drag­
ons, and pursue the fulfillment of ancient prophecies.


Inquisitive Agency

Your party works for an agency offering investigative
services, or you might run your own firm as a group.
Inquisitives put their keen minds and dogged determi­
nation to use unraveling mysteries. Inquisitive agencies
run the gamut from private investigators to networks of
detectives supported by dragonmarked houses.

FINDERS GUILD
Across Khorvaire, the inquisitives of House Tharashk
have a reputation for discretion and cunning. Members
of that house operate the Finders Guild, a loose collec­
tion of independent inquisitive agendes. Dragonmarked
heirs of House Tharashk own and operate some of these
agencies, but each employs unmarked inquisitives as
well, leaving the heirs free to take on the most difficult
cases. A connection with the Finders Guild is viewed
as a mark of high quality, a guarantee that a particular
agency numbers among the best in the business.
In the city of Sharn alone, four inquisitives with the
Mark of Finding lead agencies in different parts of the
city: Kurt Karr'Aashta's Investigations in the neigh­
borhood of Deathsgate, Information Acquisition in
Underlook, Thuranne Velderan's Investigative Services
in Warden Towers, and Globe Information Agency in
Dragon Towers. Yo ur party might be associated with
any of these groups, or you might operate your own affil­
iated agency. In any case, your connection to the Finders
Guild means you have a sterling reputation to uphold.
AJlies. While the Finders' Guild's greatest strength
is its internal connections, it lacks many strong allies
beyond House Tharashk's holdings. That said, the fo l­
lowing groups have had numerous interactions with the
guild and generally view inquisitives in a positive light:
Droaam. Since the rise of the Daughters of Sora Kell in
Droaam, members of House Tharashk have served as
intermediaries between the realm of monsters and the
east, bartering the services of monstrous mercenaries
across Khorvaire. The house takes great pride in hav­
ing forced mainstream Khorvaire to recognize that
ores and half-ores are worthy of the same courtesies
and opportunities as races long established in society,
and house members are now using their status to do
the same for various other races from Droaam. As a
result, members of the Finders' Guild can expect at
least a modicum of respect while traveling in Droaam
Gatekeepers. House Tharashk and the druidic sect of
the Gatekeepers share common origins in the Shadow
Marches, and the druids remain friendly with the
house and its Finders' Guild. In the Marches, the guild
often helps the druids locate stray aberrations and
open portals between planes of existence. For their
part, the Gatekeepers offer the support of their magic
to aid guild members in whatever ways they can.
Enemies. The work of inquisitives naturally creates
enemies, mostly on a local scale: con artists, gangs, and
others who have had their unsavory deeds uncovered.
Such groups are inclined to hold grudges against the
guild as a whole. The guild's enemies on a larger scale
are few, but include the following groups.

CHAPTER 1 I CHARACTER CREATION
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