Showing posts with label Game notes. Show all posts
Showing posts with label Game notes. Show all posts

29.5.07

House Lyrandar


The half-elves of House Lyrandar possess the Mark of Storm. Their Windwrights Guild dominates the business of shipping and transportation over both sea and sky. Their Raincallers Guild provides services to farmers across Khorvaire. Both guilds are found in every coastal nation of Khorvaire, and they proudly trace their ancestry to the elves of Aerenal and the humans of Thrane.

Unmarked members of House Lyrandar are prosperous farmers, plantation owners, and sailors crewing the ships driven by their marked relatives.

House Lyrandar appeared in pre-Galifar Thrane two thousand years ago, but today it operates out of Aundair to avoid the restrictive rule of Thrane's theocracy. The house matriarch, Esravash d'Lyrandar, oversees both the Raincallers Guild and the Windwrights Guild from the island paradise of Stormhome, which the house created off the coast of Aundair.

The Raincallers Guild helps farmers across Khorvaire, as well as any others who need to affect the weather in a localized area. The Windwrights Guild controls a vast
shipping and transporation business that operates in the air and across the seas.

MARK OF STORM

The Mark of Storm grants the power to control weather, primarily through the manipulation of clouds, wind, and rain. A character with this mark can create a short, localized drizzle or a powerful rainstorm, a short breeze, or enough wind to propel a ship across the sea.

Marks: The aspects of the Mark of Storm grant the following benefits.

Least Mark of Storm: endure elements 1/day, fog cloud 1/day, or gust of wind 1/day; +2 bonus on Balance checks.
Lesser Mark of Storm: sleet storm 1/day, wind'sfavor 1 /day, or wind wall 1/day.
With sleet storm, a character can create either warm rain or freezing sleet.
A character using wind's favor can create a localized area of strong wind (approximately 30 mph) in an area 10 feet wide, 10 feet high, and 100 feet + 20 feet per caster level long. The wind blows for 1 hour per caster level or until the character dismisses it. By concentrating as a fullround action, the character can change the direction of the wind by 45 degrees.
Greater Mark of Storm: control winds 1/day or control weather 1/day.

Devlin's notes:
The Lyrandar elders treat me as their prodigal son, and for good reasons. I disobeyed their orders, incurring losses in their business and delays in their plans. I joined the Last War, offering my services as a war wizard, despite Lady Esravash's objections. I "stole" an airship that was supposed to be a gift to a more deserving skyship captain. Plus many other offenses and violations I made over the years.

As far as I know, House Lyrandar has disowned me. I'm glad to have them off my shoulders.

The Last War

The most recent significant event in Eberron is an event called the Last War, so-called because the people of Khorvaire believed that after the war was over everybody would grow tired of war. It refers to a series of conflicts in Khorvaire over 102 years that began with a dispute over the throne of the Kingdom of Galifar and the ruling of the Five Nations.

Two years prior to the end of the Last War, the nation of Cyre was destroyed in an incident known as the Day of Mourning. This event helped expedite the end of the Last War. Now, the region that was once Cyre is referred to as the Mournland and is the home of living spells, preserved dead bodies, and a militant sect of warforged led by one called the Lord of Blades whose avowed goal is the total domination of the continent by the warforged at the expense of all "flesh and blood" humanoids. Those in the Mournland do not heal naturally, and magical healing has no effect. For all these reasons, few people enter the region.

The Last War officially has ended two years prior to the start of the common Eberron campaign, with the Treaty of Thronehold, as each of the Five Nations and most of the nations that broke off during the war officially became independent.

Devlin's notes:

I served the Sharm army during the Last War. I was a war wizard, responsible for countering the magical attacks of our enemies. My Lyrandar gift also enabled me to summon the weather and wind to hinder our opponents. Working in the army was better than staying with my Lyrandar relatives. I met a lot of good friends during the war, and lost most of them as well.

Sharn, The City of Towers

Sharn is the largest city on the continent of Khorvaire. It is located on the nation of Breland, looming over an inhospitable outcropping of rock near the mouth of the Dagger River.

The City of Towers rises high into the sky, growing upward within the limited space available on a plateau bounded on the west and south by the Dagger River and its eastern tributary, the Hilt.

To the north and east, steep cliffs define the city's boundaries, while deep chasms formed by volcanic action cut the plateau into five distinct regions: Dura on the west, Tavick's Landing on the east, Northedge to the north, and the Central Plateau and Menthis Plateau in the center. Along the Dagger River at the western edge of the city, the neighborhood of Cliffside is built upon and into the steep riverside cliffs. Above the highest towers, the neighborhood of Skyway floats over the city. The city also extends underground, into sewers and long-forgotten ruins, and deeper to the furnaces and foundries of the Cogs.

Sharn sits within a manifest zone linked to Syrania, the Azure Sky. This manifest zone enhances magic related to flying and levitation, which makes many of Sharn's magical wonders possible. The vast majority of the magic items used within the city to facilitate flight only function because of the manifest zone, and work less well or not at all beyond its boundaries.

Most of Sharn's neighborhoods are vertically stratified. For example, while Menthis Plateau is known as a center of entertainment, the type and quality of entertainment available varies among the different levels of the towers. The upper levels (usually referred to as "Upper Menthis") offer high art in the forms of opera, theater, and symphony, as well as housing Morgrave University and a thriving community of writers and other artists. The middle levels ("Middle Menthis") house a thriving theater district with more affordable shows, a large number of professional minstrels, acrobats, and similar entertainers, and a year-round circus complete with animals. The lower levels ("Lower Menthis") contain a very different sort of theater district marked by burlesque shows, a red light district, and a great number of taverns for cheap and bawdy entertainment.

A long wall rings the Central Plateau at its lowest level, interrupted by towers along its entire length. Inside the wall, structures rise higher and higher toward the tallest towers near the middle, creating a great artificial mountain at the heart of the city. Mostly populated by the upper and middle classes, the Central Plateau houses the seat of the city's government, its wealthiest citizens, and its finest businesses. Embassies from other nations, important representatives of the dragonmarked houses, and banks are found here as well.

Menthis Plateau serves as the entertainment hub of the city, and is home to Morgrave University and a variegated quilt of different races. Certainly the most trendy of Sharn's quarters, Menthis is a popular tourist destination. No walls surround Menthis, though its tallest towers are spread along its outer rim. The enormous dome of Morgrave University, ringed by five tall, slender towers, stands near the center of the plateau.

Northedge, the most residential of Sharn's quarters, contains everything from towertop penthouses in the heights to tightly packed apartments on the lower levels. Aside from a marketplace district near the bottom of the towers, Northedge is a quiet neighborhood with little commerce and little crime.

Dura, the largest quarter in Sharn, covers the great expanse of the western plateau from the cliffs overlooking the Dagger River to the crevasse of the Western Cog. It is also the poorest, excepting the Cogs, with even its topmost levels solidly middle class. Dura mixes various businesses and housing, never approaching a true residential district but holding a number of apartments, tenements, and (near the bottom) slums. The lower levels of Dura include a large population of immigrants from Darguun and Droaam, forming a neighborhood of goblinoids and other monstrous residents.

Cliffside is a neighborhood perched precariously on the side of the cliffs above the Dagger River and Sharn's waterfront. It includes the waterfront businesses far below Dura, as well as towers built up from the cliff face and a shantytown of caves dug into the sides of the southern cliffs overlooking the Hilt. The businesses of Cliffside are either directly related to shipping or cater to boat crews, adventurers, and other transients.

Tavick's Landing, at the eastern edge of the city, is in some ways defined by being the terminus of the Orien lightning rail line and trade road. The lower levels cater to travelers and traders entering Sharn by rail, and include an entire city district that has been converted to provide housing for refugees from the Last War. The middle and upper levels are broader in their purposes, including a variety of trades, services, and residential districts.

Skyway is magically suspended above the city on gigantic disks of force, like Tenser's floating disks taken to a fantastic extreme. These disks are among the many magic items and effects in the city that work only because of the presence of the manifest zone linked to Syrania. Not a cloud palace but an actual extension of the city, Skyway includes some of Sharn's finest inns and restaurants, exotic and upscale trades, and a number of mansions belonging to the very richest citizens.

The Depths is the generic name for everything that lies beneath the city's main plateau, excepting Cliffside and the Cogs far below. The upper levels give way to active and inactive sewers, some of which have their own inhabitants, as well as the mostly forgotten ruins of earlier settlements built long before the towers started to rise. Far below and accessed by well-maintained tunnels and shafts, the Cogs sit at the very base of Sharn and serve as an actively populated center of industry. In fact, the roots of modern Sharn's towers lie underground in some places, buried by the passing of centuries.

The Cogs are the churning heart of the city, full of forges and foundries powered by steaming geysers, molten lava, and bound fire elementals. Extending far below the foundations of Sharn's towers and built along the banks of the great chasms that divide the city, the Cogs incorporate elements of ancient ruins and natural caverns.

The Boromar Clan


The Boromar Clan is undoubtedly the most powerful criminal organization in Sharn. They are a family of halflings, with a lot influence and allies all over the city. The clan controls the city's smuggling trade and owns most of gambling halls in the city. Most of the fences and thieves either work directly for the Boromars or pay tribute in exchange for independence.

The clan controls a vast network of extortion, blackmail, and graft that extends from the slums of Lower Dura to the heights of Skyway, with its headquarters in the halfling district of Little Plains (in Middle Menthis).

Their influence reaches far beyond the criminal underworld. The early Boromar patriarchs invested wisely over the centuries, so that today the Boromars are one of the wealthiest families in Sharn. The Boromar Clan owns many of the warehouses in Precarious and Cogsedge. They own taverns and inns throughout the city and have a considerable interest in the shipping trade.

A Boromar heir sits on the city council of Sharn, and the current patriarch is a member of the Gold Concord of the Aurum.

Devlin's notes:

Despite their money and prestige, they are goons and criminals. From what I know, they have a direct or indirect control over most of the city's institutions. I try my best to avoid dealing with them.