This is the OOC and general thread for my campaign Mark of War.
We will be playing at the same time and such forth as Sorrow of Heaven, once the campaign has finished. I would like to see that roles are switched up as much as possible, so everyone has the opportunity to play something different if they want to. It always sucks to be stuck as the parties defender every campaign (this has happened in one of my games to one of my players).
REG Rysk -
When the game starts I will make an in character thread.
Those who failed their part in the coming prophecy:
The Glorious Dead list. Characters whom, in any campaign I've run have been permanently killed in gameplay.
Abigail - Half-Elf Avenger (Striker) - Couldn't handle the ocher jellies jelly or the ongoing acid damage. Shipwrecked on the Dark Continent.
Calfrune - Razorclaw Shifter Druid (Controller) - Clubbed to death, literally. Shipwrecked on the Dark Continent.
DVG - Changeling Bard (Leader) - Eaten alive by Black Dogs and something worse. Artist of Sharn
Mongoose - Half-Orc Monk (Striker) - On the ground bleeding to death when the constructs sword finished the job by removing his head. Shipwrecked on the Dark Continent.
Woshor the Unknown - Genasi Swordmage (Defender) - Figured he could solo a solo, he couldn't and was stuffed into a trap to stop the gas. Tides of Dust.
The game will begin in May most likely, when Sorrow of Heaven finishes. Feel free to ask me questions and whatever else.
We are currently using: Maptools beta 63
Background to Mark of War
This campaign is set in Eberron, starting during the opening of the paragon tier of Artist of Sharn. Some of the things you do in this campaign can have effects on artist and vice versa (some things already have affected Mark of War). When making your character there are one really important thing you need to know:
Your character is Marked – even if they don’t know this.
In this game, you gain a dragonmark or an aberrant mark (described below). This mark doesn’t manifest itself until a certain point in the story and you cannot have any other mark until this point. This is free, it doesn’t take any feat slot or similar though. When this happens I won’t say though, but don’t build yourself around a mark for most of the heroic tier. Aberrant marks are not “evil” although many of them lean towards more destructive effects, but bear in mind that people in Eberron will think you’re positively terrifying for simply having such a mark at all. Reactions could range from someone fleeing for their lives or outright attacking you – not to mention that I will not blame other party members for having similar reactions!
Firstly, Aberrant Marks are not just a dragonmark! An Aberrant mark is something potentially more sinister and can lead to far greater power than a dragonmark – but at a high cost. Aberrant marks are improved by doing certain things in game, this improvement does not cost you a PP or other feats – but can cost other things. Aberrant marks function like dragonmarks in most ways mechanically, such as rituals that will hide a dragonmark will work on aberrant marks as well. Aberrant marks do not confer any bonus rituals like dragonmarks, but they specifically boost daily powers and have a general effect. These are the aberrant marks you can take (note this doesn’t represent what all aberrant marks can do, merely a selection that are more PC friendly, many of the most powerful aberrant marks can rend entire cities, control vast plagues of rats and many other things):
Aberrant Mark of Celerity
: You do not concede combat advantage after running and gain a +1 bonus to your run speed.
Whenever you hit an enemy with a daily attack power, that enemy cannot make opportunity attacks or take immediate actions triggered by your actions until the end of your next turn.
Aberrant Mark of Contagion
: Whenever you damage an enemy with a power with the necrotic keyword, you reduce any resistance it has to necrotic damage by 5 until the end of your next turn.
Whenever you hit an enemy with a daily attack power, that enemy suffers a -2 penalty to the next saving throw that it makes before the end of your next turn.
Aberrant Mark of Destruction
: Creatures with the construct keyword and objects have no benefit from damage reduction against your attacks.
Whenever you hit an enemy with a daily attack power, that enemy takes an additional 5 damage from the next attack that hits before the end of your next turn. If the attack is a critical hit, the enemy takes 10 damage instead of 5.
Aberrant Mark of Ferocity
: You gain a +3 bonus to attack rolls against a bloodied creature you are flanking instead of the normal +2 bonus.
Whenever you hit a bloodied enemy with a daily attack power, you and all adjacent allies gain a +1 bonus to attack rolls against that enemy until the end of your next turn.
Aberrant Mark of Immunity
: You gain a +2 bonus to saving throws against ongoing damage and resist 5 poison.
Whenever you hit an enemy with a daily attack power, you automatically save against all ongoing damage effects upon you.
Aberrant Mark of Iron
: Once per encounter as a free action when hit by an enemies attack you may gain damage reduction equal to 2 plus your constitution modifier until the end of your next turn.
Whenever you hit an enemy with a daily attack power that pushes, pulls or slides, you may increase the movement by a number of squares equal to your one half your con modifier (minimum 1).
Aberrant Mark of Khyber
: Enemies hit by an attack you make with an elemental keyword (Acid, Cold, Fire, Lightning or Thunder) take ongoing 2 damage of the same energy types as the power you used (save ends). If the power already does ongoing damage, the ongoing damage is increased by 2.
Whenever you hit an enemy with a daily attack power with an elemental keyword (Acid, Cold, Fire, Lightning or Thunder) it takes ongoing 5 damage of the same energy types as the power you used (save ends). If the power already does ongoing damage, the ongoing damage is increased by 5.
The damage reduction granted by this mark does not stack with itself or ongoing damage from non-marked sources (if you hit an enemy with both an encounter and a daily power, 5 ongoing damage is added and if the enemy was taking ongoing damage from the encounter power only the higher bonus to ongoing damage is added).
Aberrant Mark of Sight
: Enemies hit by your encounter and daily attack powers cannot benefit from concealment until the end of your next turn.
Whenever you hit an enemy with a daily attack power, that enemy cannot become hidden or invisible from you until the end of your next turn.
Aberrant Mark of Terror
: Whenever you bloody an enemy it suffers a -2 penalty to attack rolls against you until the end of your next turn.
Whenever you hit an enemy with a daily attack power, that enemy takes a -1 penalty to attack rolls against you until the end of the encounter. This is a fear effect.
War of the Mark
Eberron has twelve powerful houses, each bearing one of the normal dragonmarks from the Eberron players guide that essentially are major powers behind the nations of Khorvaire in their own right. This is due to the economic advantage their marks give them in the production of everything from magic items, to better infiltration skills to control over major resources like healing magic. These original houses of course were forged in blood, from a war that united each ‘pure’ dragonmarked bloodline together against aberrant marks – marks that arose from the interbreeding of dragonmarked members between the houses. The war began some 500 years before the formation of Galifar – basically the “Super nation” that all the other countries in Eberron splintered out of during the Last War into their current state.
The War of the Mark was a long, bloody conflict and primarily was an inquisition to exterminate anyone with an aberrant mark. They were inevitably successful in this endeavor and in doing so solidified their position and formed the original twelve houses (there are thirteen now after a group split off from House Phiarlan and formed House Thuranni). This consolidation of their power and willingness to work together for a common aim is what gives the dragonmarked houses their power today – and why it is likely in future it will not be a king that reunites a potential second coming of Galifar, but one of the houses dragonmarked heirs.
Although the scars of the war of the mark have long since healed, the propaganda and fear about the dangers of aberrant marks are still kept up in the populace to this day. As a result, people are not readily going to accept you if they notice you have an aberrant mark and houses reactions may range from horrified to outright assaults upon you.
And some claim that aberrant marks are beginning to reappear again in greater numbers than even during what was recorded during the war of the mark…
This campaign is my most “PC centric” in many ways. The more information you tell me about your character the better, this thread is obviously best used for finding out about Eberron, marks, houses and other things you may want to know. First, here is a nice map of Khorvaire for you:
Here is a general summary of the main four nations within it and two notable events.
is a large kingdom with numerous well developed cities surrounded by wilderness and farmland. They are particularly notable for their heavy use of magic (Swordmages in particular).
is a relatively stable monarchy and while it suffered some damage from the last war, it managed to get through the war in a relatively good position compared with some of the others. It has one of the main cities on the continent as well, Sharn the city of Towers. It also houses the highest proportion of Cyrean refugees within its borders (See Mournland below).
is a cold, desolate place where they have particularly hardcore warriors and practice necromancy to bring their dead soldiers back to life. Their use of necromancy to bolster their soldiers ranks during the last war was particularly upsetting to Thrane, who highly disapprove of such practices.
is a theocracy under the control of the Silver Flame church, known for its particular fanaticism and often somewhat tragic misdeeds.
was once a nation called Cyre
but it was wiped off the face of the earth by an incredible magical event that annihilated all life. The tragedy that befell the nation ended the Last War
some two years ago. Many of the people within Cyre have been displaced, left as refugees with none of the other main nations really wanting anything to do with them.
With that little summary out of the way, here are some important background questions for your characters:
: Any relatives or similar? Where do they live? Perhaps your character is from Cyre or their family is?
: The Last War ended a mere two years ago and affected the entire continent. What did you do during the war? Were you a soldier? Where did you fight and who did you fight for? Did you lose anyone during the war?
Reason for Adventuring
: Why are you out wandering? Are you looking for someone or something?
The game starts in Breland, near a small rebuilt town that had been razed in the war but that Cyrean refugees claimed as a “home away from home”. Oddly as you approach there is the sound of wedding bells and there seems to be some kind of celebration going on in the small city…
Why are you there?
Anything specifically, perhaps you know the bride/groom or you have some other reason for being there.
That should give you a start. Any questions about Eberron or information on nations/marks or whatever else you want to help make your character just ask. It’s much easier to type a good answer on a specific topic than make a big post on a lot of different ones!
Starting gold is 100 as normal in the PHB as I’ve finished with my little experiment with a higher amount of starting gold for the time being. The only difference in character creation is your automatic (but inactive until a certain time) mark. This mark does not have to be out of race.