Kalashtar Quest Game


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Without hearing from the DM its hard to push too far in this direction, but are people interested in working our character backgrounds into each others?

I'm gonna try to take a few minutes and work up some similarities later this evening if I can make time.
 


I'm assuming that we're looking at:

Jormal/Jorhad (Graf) - Barbarian 2/Wilder 3 -headed for Sancitified Mind PrC
Karharath (Ozmar) - Psion (Egoist) 5
Amalkhad (Someone) - Rogue 4/Psion (Egoist) 1
Panitari (Mista Collins) - Psion (Telepath) 5 -headed for Thrallherd PrC
Selahtari (ShaggySpellsword) - Bard 3/Wilder 2
(Because it seemed like a rogue was necessary but magical healing is available from a variety of sources).
(Plus Selahtari provides more/different rogueish skills).

General comments about character stuff. (this isn't meant to be criticism just bringing it up):
Selahtari -- There are probably not many wealthy Kalashar nobles living in Sarlona (or even wealthy Kalashar in general).... The wealth-to-poverty idea could have happened in Khorivare however. If I recall correctly the Race book suggests that the only Kalashar who become Wilders have been raised away from Kalashar culture (or else are seriously weird).
(As an "easy" idea: if her mother were human it would explain a lot, with the House only introducing her to Kalashar after she developed her Wilder abilities).

It looks like there are four lines in play right now
Tari (female) has two characters. The other three, Rath, Had and Mal are all male lines and have one character apiece.

Pulling stuff together it seems like Tari will probably be confident/dedicated/focused (or something similar from Selahtari) and controlling/dominating, or maybe inquisitive/curious, from Panitari.

The guy lines are less developed; I'd like to think about combining two of them if it works for character possibilities.
Mal is supposed to be dark and a bit crazy/creative.
Rath is quiet/reserved, passive/patient or maybe protective.
Had is wild/impulsive....

All things being equal I'm inclined to make Jormal into Jorhad and say we're part of the same line. Combining them has the potential to "thicken" the personality and make it a bit richer. What do you think Someone? How do you feel about adding in the NPCs that I created for the line of Mal as the line of Had?
(If we're part of the same line it would also make it easier for our characters to come together since Races suggests that people from the same line tend to get along well together).

We also have two Brelish characters, and Selahtari's background has her based in Sharn. Ferrix suggested that the game could be set in Sharn (and it has a detailed Kalashar community for us to interact with... forgot the name of the neighborhood).

Amalkhad's missing two years could maybe be combined with whatever activities that Karharath had been taking part in after the war ended.... maybe?

Just thinking out loud.
 
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To continue along in the vein of talking to myself....
Karharath, since he apparently committed treason during wartime, could have felt that going directly back to Sharn would be a bit difficult and spent some time hiding out in a small Kalashar village....

The kind of village where Amalkhad lived. Which could have lead to wacky hi-jinks that caused them to get to be 5th level (which is pretty special in Eberron terms).

Of course since we will all be 5th level, and being that powerful is a pretty big deal in Eberron anyway, the links between characters may not be so important.

[I also noticed that the lines of both Had and Rath make an appearance in the Races of Eberron book. Unfortunately the actual details of the lines don't make much detail. However the Had line seems to have a powerful seer, which, I think, fits well enough with the theme.]

Sorry to keep flooding posts, will wait till people get back, etc.
(but some discussion is better than no discussion, even if all the ideas aren't winners, no?)
 

Since I´ve not read races of eberron, I have no idea of what half the things you said mean :) , but based on previous posts I figure that kalashtar of the same line (having the same last part of their names) share the same quori spirit, personality traits and tend to go well together. If that´s correct, I would go with your suggestions, but have in mind that I wouldn´t define my character´s personality as wild/impulsive; stubborn would be a better word (though I must say that i don´t play most of my character´s personality: I discover them. Normally, they behave in different ways I thought at first)

After the end of the war, if Amalkhad met any of the other PCs, that would be a motivation to leave the family/clan and take a more active role in the fight against the inspired.
 

Characters will be starting in Overlook in the Dura district of Sharn. Hopefully you'll have already integrated into the community, if one character hasn't yet, that's fine it can add a bit of interesting tension to the band. As powerful figures (5th level) you'll have a name for yourself, etc.

There is a community of about a thousand and a half Kalashtar there.

Prominent Locations:
The Gathering Light: A large hall for martial training and monastic disciplines. Functions as a school during the day, and a social hall in the evenings.
Hilatashka: A nice adaran restaurant, exceptional food for the kalashtar palette, 6cp avg.
The Shrine of il-Yannah: The center of religious activity in the community, a calm and peaceful location.

Key NPC's include:
Selkatari (LN female kalashtar monk 7) who oversees martial training and monastic disciplines at The Gathering Light
Hanamelk (LG male kalashtar expert 5/psion (seer) 3) who serves as a resident scholar and sage.
Havakhad (LG male kalashtar psion (seer) 12), a powerful psion who is getting old, tends to the shrine and provides guidance and service to the community.

Information from Sharn: City of Towers, pg. 56.
 

Someone, cool! I say lets do it!
I should probably have summarized the lines stuff more clearly. But you've teased out virtually all of the facts about lines from my haphazard posting anyway.

Dark/Creative/Willful seems like a good mental image. I certainly don't using that as a roleplaying straightjacket... its more like a strongly inherited pre-disposition as opposed to a law about what the character is like.

If we keep the same Had name we're of the same line as Havakhad though... (I'd forgotten how powerful he was). Is that cool Ferrix or would you want us to not be affiliated with him?

Just to round out the conversation with the background from the book:
There are several different little "aspects of life -> roleplaying implications" sections of the Races book (they have them for all of the races) that touch on different themes. One of the Kalashar lines is called Spiritual Lineage (I think).

When the rebel-Quori escaped to Eberron they possessed like minded mystics and philosophers. IIRC they each possessed several. I believe that 67 made it but all the members of one of the lines, the leader of the rebels, was wiped out by assassins of the Dreaming Dark within a few decades. So she's dead. The implication is that the Dark would very much like to wipe out other lines (and by extension the spirits that dwell in their subconscious) in the same fashion.

The remaining 66 lines have continued on to this day. Each line is gendered.... (which is weird because up until this point Quori were presented as being pretty gender neutral). Basically if a Kalashar has a kid with another Kalashar, human or half-elf (why not half orcs? No idea) AND the kid is of the same gender as the Kalashar parent then they will be Kalashar of the "same line" otherwise they will be the race of their parent. (Since children of two Kalashar always have the gender of one of their Kalashar parents they are always Kalashar).

Tangent: So a Kalashar could have human or half-elf siblings. There are lots of interesting character possibilities re: humans or half-elves joining the community only to leave, "culturally Kalashar" who aren't racially Kalashar but who's entire families are (if the non-Kalashar parent is no longer around), etc.

Anyway the Races book suggests that members of the same line get along very well, often thinking the same thoughts and finishing each other's sentences.... which is a bit extreme, but it could make for some interesting roleplaying.
 



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