Pirates in Eberron?

Pirates of the Carebberon.
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jh
 

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Aeric said:
While Lhazaar is presented as the Pirate Kingdom, it seems to me that the sea between Khorvaire and Xen'drik would be better suited for pirate activity. After all, pirates need something to steal, and I don't see a lot of sea traffic happening between Khorvaire and anywhere else. Xen'drik is essentially the New World, rich with artifacts and treasure being looted by the various nations and organizations of Khorvaire. If that wasn't enough, there's a bunch of islands between Khorvaire and Xen'drik that are perfect for pirate lairs.

The only thing I dislike is the fact that Khorvaire and Xen'drik are so close together. Last War aside, I often wonder why it took the residents of Khorvaire so long to start exploring/exploiting their southern neighbor.

One thing that's not really clear in the book is that ports on the north side need to send their goods by ship the long way around. It's not as fast/cheap to ship overland, and you can't ship past the Demon Wastes, so EVERY ship that needs to go north/south goes through Lhazaar. There is traffic between Stormreach and Khorvaire, but it's just one city.
 

Deekin said:
Main book, & Player's Guide to Eberron. You might want to also pick up the Explorer's handbook, and Stormwrack. If you plan in involving the Dragonmarked houses, and Mabey Secrets of Sarlona, as A. Sarlonan Culture has a huge influence on the Principalities, B. It details the pirates of Sarlona.

Not to mention Sarlona Ninjas ;)
 

Aeric said:
The only thing I dislike is the fact that Khorvaire and Xen'drik are so close together. Last War aside, I often wonder why it took the residents of Khorvaire so long to start exploring/exploiting their southern neighbor.

Sahuagin
 

I will also note that there have been a number of discussions about fitting Freeport into Eberron. Suggestions have included the Principalities, between Khorvaire & Xen'drik and replacing Stormreach with it.
 

A good chunk of "Eyes of the Lich Queen" takes place in the Principalities and there be more than your fair share of sea faring in it. Flip through it at the store when it comes out and see if there's enough to be worth your while.
 

I've ran a campaign set in the Principalities, where the PCs were all pirates. Well, actually, I ran half of it twice, with one player the same between the groups, since it fell apart halfway through the first time due to group stuff.

Essentially, the idea for the campaign was that the PCs were part of some faction wars going on among the princes. I tweaked the setting a bit, making it not quite as clear that ir'Wynarn is going to rule the Principalities, and organizing different factions so that the PCs could interact with them, and help influence who was going to end up on top. They ended up working for the faction out of Cliffscrape, a combination of dwarven interests from the Mror Holds and a contingent of warforged that ended up there after deserting from the Last War. They were a ship of troubleshooters and pirates for that faction, either making their own decisions or doing stuff based on their patrons.

They ended up dealing with the Inspired quite a bit - the BBEG of the campaign was an Inspiresd psion looking for some artifacts from the original Lhazaar, who the group found in a quasi-King Arthur state, waiting for when the time was right to unite the Principalities under her banner again. They managed to avoid waking her up, and instead got chased around the islands when the Inspired came for 'em. Dealt with an aboleth, several marauding hobgoblin ships, a tribe of lizardfolk in Q'bara, and pushy Deneith admirals. It ended up working out pretty well for what I wanted - a fun, pirate-y game.
 

Aeric said:
While Lhazaar is presented as the Pirate Kingdom, it seems to me that the sea between Khorvaire and Xen'drik would be better suited for pirate activity.

The Lhazaarites are just like Spanish fishermen, they don't ply the waves in their own waters, they make a long trip to a target-rich environment, plunder to their heart's content, and then come back to the safety of their home, far from the angry Canadians. :D
 


Basically, imagine a country where all the leaders are possessed by "demons" (not actual demons in the D&D sense, they're more like nightmare entities) that give them (the leaders) superhuman capacities to let them rule the country in a way the demons like (a sort of Brave New World in the Aldous Huxley sense, a perverted utopy where everyone is content but nobody is free).

These possessed leaders are the Inspired of Sarlona.
 

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