Eberron Jumpchain

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Eberron Jumpchain Eberron Jumpchain By Jim the Hate Fish Welcome to the wonderful world of Eberron! Twelve moons hang in the sky, with a belt of shattered rocks suffusing it. The twelve Dragonmarked houses rule over all aspects of life, each sponsoring a member of the Twelve, wizards dedicated to keeping the peace. Swashbuckling rogues work alongside ingenious craftsmen, wielding swords and shield and automatic crossbows. Robotic soldiers, remnants of the last great war, tread the streets, living the closest they can to normal lives, albeit typically normal lives as mercenaries. Spellslingers craft works of true arcana, ships that travel the sky, trains fuelled by lightning, and stone tablets that can communicate over great distances. You have 1000CP to spend. In addition, you get an Origin, Race, Class and Starting Location for free, as well as being able to set your age and gender as you please. Starting Location You may either roll an eight-sided die, starting at the relevant location, or pay 50CP to choose. The location you start at within each given area is at your discretion. 1: Breland. Breland is one of the five nations of central Khorvaire, lying in the southwest of the continent enjoying one of the largest areas of the nations and territories. Breland is a mix of open farmland, woodland and sprawling metropolis, the most famous of which is Sharn. 2: The Mournland. Once, Cyre shone more brightly than any of its sibling nations in the kingdom of Galifar. The Last War took a toll on the nation and its citizens, until disaster struck. No one knows if the catastrophe was caused by a weapon from an enemy nation or a doomsday device of Cyre’s own design. Now it is simply the Mournland. 3: Thrane. One of the original Five Nations, Thrane is now dominated by theology. Desperate to show the world the light of the Silver Flame, you are more likely to encounter a Thrane missionary than a farmer. 4: Valenaar. Valenar is a nation that broke away from the nation of Cyre during the Last War when the mercenary elves of the Valenar subrace revolted. The nation of Valenar is primarily inhabited by the elven Valaes Tairn, and secondarily by human beings that were formerly citizens of Cyre but had very little loyalty to their parent nation. 5: Talenta Plains. The Talenta Plains are a vast grassland stretching from the Blade Desert to the borders of Karrnath and the Mournland. It is the home of wandering herds of buffalo-sized dinosaurs and tribal halflings remaining true to their ancient nomadic way of life since the days before humans walked the lands of Khorvaire. 6: Droaam. Droaam is a nation ruled by monsters. Few of the civilized races dare to test its borders. Their connection with the rest of Khorvaire is limited to a single House Orien roadway and a beneficial business relationship with House Tharashk. 7: Stormreach. Stormreach is a small frontier city nestled on the eastern coast of the Skyfall Peninsula in Xen'Drik. Despite its small population, Stormreach is an important city because of its location, allowing easy docking access to travelers wishing to enter Xen'Drik. 8: Free Choice Page 1 of 33 Origin Drop-In/Adventurer: You either appeared from nowhere or have been travelling long enough, performing great deeds (or regular deeds for payment) that no-one, not even you, is quite sure where you came from. Frontline Soldier: A soldier on the front lines, a guard for one of the Great Houses, or merely a professional mercenary that does regimented fighting, any of these have enough representation in the world to be worth mentioning. Great House Scion: Twelve houses, infused with the blood of dragons. Many of them have minor branch families, bastard offspring, less important members, and one of them is you. Congratulations! Experimental Arcanist: Magic is so ubiquitous in Eberron that people take to the study and experimentation of it as one would any natural law. Some fall into obscurity, but others rise, producing some amazing spells that no other plane has ever seen or will ever see. Clergyman: Unlike other worlds, the gods of Eberron may or may not exist. However, people still take to the Clergy. Though they may not answer their prayers, the Divine still provide power to those with faith. Or maybe faith itself is the true power. Dedicated Craftwright: For every scientist, there is an engineer. Someone willing to take the scientific (or, in this case, magical) principles discovered, and craft some amazing device to exploit it to their own uses. Race Note that your race does not grant any abilities on its own - those are given as free Perks based on the race. Changeling: Changelings are a humanoid race who are distantly descended from doppelgangers and share their shapeshifting qualities. Their shapeshifting has led to them being used as spies and assassins which has, in turn, led to them being mistrusted amongst the people of Khorvaire. Dwarf: Dwarves are similar to humans in many ways though they're shorter (average 4 and 1/2 feet) and are known to be more enduring. The majority or their race lives in their currently occupied homeland The Mror Holds though, many Dwarves have migrated all over the continent. Elf: In Eberron, modern Elves are split into many distinct cultures: the Aerenal, the Valenar, the Elves of Khorvaire, and the Drow of Xen'drik. Each of these cultures participates in some form of ancestor worship, though each has a unique expression of this practice. Gnome: Gnomes are among the most inquisitive of races. They seek knowledge in all its forms and tend to careers which allow them to fulfill this thirst: bards, historians, alchemists and librarians, as well as spies. The Gnomes rule the nation of Zilargo, one of the oldest nations of Khorvaire. Halfling: The Halflings of Eberron vary from nomadic dinosaur riding barbarians to wily urban merchants and professionals. With the broad expanse of the Talenta Plains, the shelter of urban havens spread across Khorvaire and the potency of House Jorasco and House Ghallanda, the Halfling people are as pervasive as any other racial group across Khorvaire. Page 2 of 33 Half-Elf: Half-Elves are one of the common races. They descend from Elves and humans but have since become a new unique race, distinct from both their Elven and human ancestors. Half-Elves often refer to themselves as "Khoravar" and are found throughout the continent; they are not concentrated within a specific geographic region. Half-Orc: The Half-Orc are originally progeny of human and Orc procreation, though Half-Orcs can mate with either species and create Half-Orc children. Half-Orcs occupy a border in society: though recognized as a civilized race under the Galifar Code of Justice, they are none-the-less looked down upon by the more civilized races and the Half-Orc inherits enough Orcish savagery to discomfort many by their sheer presence, though the human ancestry in them craves social structure and comforts. Human: The dominant race of Eberron, humans are originally from the continent of Sarlona but migrated westward nearly 4,000 years ago arriving in the region now known as The Lhazaar Principalities. Over the next century humans spread across the face of Khorvaire establishing settlements that would later evolve into what are now known as the Five Nations. Kalashtar: The Kalashtar are a compound race: incorporeal entities from the alien plane of Dal Quor, the Region of Dreams, merged with human bodies and spirits to form a distinct species. Shifter: Shifters are one of the intelligent races inhabiting Eberron. With both humans and lycanthropes among their distant ancestors, shifters posses just a small portion of their forefathers' shape-shifting abilities. They cannot transform wholly into an animal but can instead shift parts of their body to become animal-like for short periods of time. Warforged: The Warforged are a relatively new race being created by House Cannith during the Last War in 965 YK for the purposes of warfare. The Warforged are sentient constructs and have free will, which earned them the same rights as human citizens in each of their homelands in 996 YK under the Treaty of Thronehold. Class Note that your class does not grant any abilities on its own - those are given as free Perks based on the class. Artificer: The Artificer combines magic with weapon technology and skill. Traditionally, Artificers prefer to avoid getting their hands dirty in a fight, using personally-made constructs that perform a variety of tasks but are especially capable in combat. Barbarian: A Barbarian is a warrior who has special powers when enraged and specializes in dealing heavy damage. Barbarians wear less armor than fighters or paladins, but are much more durable Bard: Bards possess many skills with some special spell casting ability. Their spells consist of a mix of both divine and arcane, but are considered arcane overall. Bards are specialists in songs that buff a party; they can use arcane spells focused on crowd control, healing, and buffs. Cleric: Clerics are divine spell casters who specialize in healing and defense spells as well as some offensive ability in the way of light, fire, and physical spells. Most people think of clerics when asking for a healer for their group, due to their having the only enhancement tree devoted entirely to healing and support. Page 3 of 33 Druid: Druids are divine spellcasters with a variety of offensive and supportive spells. They can be excellent melee combatants, able to use Wild Shape to transform into bears and wolves, or can take up a spellcasting role, turning into fire or water elementals to unleash primal forces of nature in the form of blizzards, storms, and earthquakes.
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