Eberron Player’s Guide
Having recently acquired a copy of the Eberron Player's Guide, I've set about to see what I can incorporate into my Home Game. Going through the book, there is a lot of interesting things to take in. One thing that was quite noticeable (and somewhat of a disappointment) was the book's overall size. Weighing in at 160 pages, the EPG is one of the thinner 4th Edition books released. The book's layout and content though makes up for the lack of girth.0
The book looks quite interesting as far as content, especially as the majority of the book deals with information that is completely relevant to the Players and their Characters. The book does a very good job of incorporating the newer 4th Edition components in to the original 3rd Edition setting. I was quite pleased with the incorporation of the previous story elements from Eberron and how they were adapted in to the 4th Edition.
Some of the more enjoyable points of interest is the inclusion of the the 4th Edition Races. The EPG lays out information for the inclusion of the races from both the Player's Handbook 2 (PHB2), the Forgotten Realms Player's Guide (FRPG) and the Dragon articles. The setting history relies heavily on the goblinoid races, so the major focus from the EPG is on the monsterous races published in the Dragon magazine.
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The Town of Greenheart
The party managed to narrowly escape the ambush set upon them by the gnolls in the southern woods of the Eldeen. The event left them very nervous and their progress through the woods has been cautious and slow paced to say the least. As the party traverses the wilds and come closer to civilization in the ancient woods of the Eldeen, the party sees more and more prevalent signs of human and demihuman activity.
They have made their way to Greenheart, capital of the Eldeen Reaches. Here they hope to find a guide that knows the ancient Eldeen woods and can assist them in their travels in search of the second piece of the ancient Cauldron of Ongur.
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Sterngate and Beyond
3rd of Eyre, 998 YK
With the baby hobgoblin wrapped in swaddling cloth, the party continues on after the slavers. Following the winding gully, the party eventually spots an abandoned wagon in the dried riverbed ahead. The party approaches cautiously, sending in young Nebin ahead to explore the wagon. Upon approaching, Nebin sees that the rear wheel has fallen off, and that the guavitx (ox-like creatures) are still harnessed to the wagon. As he approaches, Nedin hears the deep breathing and snoring of several people. He quickly realizes that the sound is coming from the inside of the wagon. Nebin quickly calls the remainder of the party over to the wagon. With some effort, they pry open the lock from the door, and release the slaves in the wagon.
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The Journey Home
As the party of adventurers complete their quest in the depths of Ongurr's Watchtower, they must decide on their next course of action. They give the catacombs under the tower a thorough review, before deciding to head back up to the surface. Once on the surface, the party goes back to their maps and decide to travel overland to the village of Grellreach, from there, they hope to join a merchant caravan to Rhukaan Draal.
Upon arriving at the village, they waste no time in tracking down a merchant who is travelling to Rhukaan Draal. There is just a single caravan, taking assorted pickled fish and roots up to the city in hopes of earning a decent trade. The caravan is comprised of four rickety carts pulled by old oxen. The merchant and his guard number less than a half dozen, and they are obviously happy to have the extra bodies to bolster their numbers. During the course of the first day, the party discuss with the old merchant the trade routes and how frequently he travels to Rhukaan Draal. The old merchant mentions that the trade road to Rhukaan Draal has been plagued by slavers as of late. He mentions that they are travelling just off the trade road in order to keep out of the view of any possible slavers or bandits, as the attacks have become more and more brazen.
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Sterngate
A Fort of Breland, and Trading Post along two main Trade Routes, the town of Sterngate lies on the border of three nations, Breland, Zilargo and Darguun. Download this article as a PDF.
The Population of the town of Sterngate…
Within the walls of the town, reside some 877 people, and another 520 people reside in the surrounding countryside within a few miles of the town. The majority of the town's population is made up of humans (who number 68% of the population), then a hodge-podge of races make up the remainder, including: Halflings (7%); Elves (6%); Dwarves (5%); Gnomes (5%); Half-elves (4%); Goblinoids (4%); and Other races (1%).
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The Cauldron of Ongurr
1st of Eyre, 998YK
As the party recovers from its most recent encounter, they go through the details of their encounters to date. The party discusses their possible options for continuing on through the depth that lie below them in Ongurr's Tower. The likelihood of finding the Cauldron is quite good according to the information they have gathered so far, and so they decide to continue their exploration of the catacombs below the tower.
As the party returns to the depth of the catacombs, they review the area where they have already explored and continue down the nearest branch of passages to that location. There they find the reason for the previous collapse of tunnels, as they locate a large underground river that has opened a grand cavern and series of cascades near the location of the collapsed chamber. They are forced to turn back, as the same underground river has cut through the series of passages that continue on through this end of the catacombs.
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Ongurr’s Tower
28th of Therendor, 998YK
As the party arrives at the base of Ongurr's Tower, they note that the ruins of the tower are very unimpressive. The remains of the tower is less than three stories tall, and the remains have windows along the second and third stories that are open to the elements. The party quickly traverses the walls of the ruins and make their way in from the second floor window. What they find inside, looks like a recently lived in study. The study contains various books in languages both mundane and arcane.
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The Dragonmarked Houses
Each of the dragonmarked houses are not traced back to a single member bearing a certain mark, rather that certain marks manifested in certain regions on specific races and families. After several generations these families began to understand the significance of each individual mark and came to see certain marks as "true marks", marks that breed true in a bloodline. Aberrant marks are those that manifest as a consequence of interbreeding of bloodlines.
Ultimately the true bloodlines would wage war on those with aberrant marks in a conflict known as the War of the Mark. The results of this conflict would unite the true bloodlines officially into the current houses represented and lead to a founding of the council known as the Twelve. The Twelve would become responsible for codifying the traditions of the dragonmarked families and set forth the standards by which the current houses are governed.
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Religions of Khorvaire
In Eberron, most people identify not with a specific patron deity but with the church to which they belong. The faithful of the Sovereign Host, for example, usu-ally revere the nine deities together in a single temple, though shrines devoted to the individual deities appear in major towns and cities across Khorvaire. The faithful may give particular reverence to one deity, usually the one whose sphere of influence coincides most closely with their profession or situation in life, but they collectively view themselves as loyal followers of the Sovereign Host. A paladin devotee of Dol Arrah and a rogue who prays to Kol Korran are members of the same religion. They may differ in many respects, certainly in alignment and ethics, but they do not see religion as one of the lines dividing them. A paladin who serves Dol Arrah and a paladin who serves the Silver Flame, however, are members of different churches and different religions. They are united in their ideals and their devotion to law and good, and they might work together extensively in pursuit of common goals, but they are likely to hold endless discussions or even heated arguments concerning theological issues and fundamental beliefs about the nature of the world.
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