Starting an Eberron game, with a big twist - could definitely use suggestions...

Without reading (time restraits) here is somestuff I have considered-


Cannith has continued its Warforged program BUT on the Plane of Battles. There creation has gotten out of control and wants to "come home".

The Dragons may may be also attacked. Both the Fiends and others were repulsed by the dragons. In a storyline I called Chaos Effect these dragons were infected by a powerful mind altering effect where they go crazy. Elves beware and the rest of the world beware!

In Xen'drik I always fancied having a Darksun type of area. They are on the move making Xen'drik unsafe (more unsafe) to be at.

But..... But, somewhere in the oceans off of Valenar and Q'barra there is rumored to be a sunken city. These people want to help us in any way they can. They can but at what price?

and the whole time....Zilargo is fine as the Trust protects everyone by gathering information and turning their enemies against each other at every possible time.


oh by the way.....Silver Flame is a demon is disguise trying to get out. Its curse- must be freed by a paladin of 20+ levels by freewill.


Types of devistation- Sharn would NOT escape this one. In fact the Cannith attack would originate from Undersharn.

Mror Holds is rocked by a huge quake that connects the sea with their lake in effect flooding their lands making them a island nation.
 

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Anti-Sean said:
I like this idea a lot, but if I were a player in this campaign, it'd be impossible for me not to giggle like an idiot (ok, even more than usual) about lighting farts every time the Church of the Blue Flame was mentioned. :)

I imagine no one would admit the Flame had changed color. The PCs likely wouldn't know until they actually went to Flamekeep to take a look at it. Everyone would still refer to it as the Silver Flame or just the Flame. A reference to a Blue Flame would get you strange looks.
 

Hmm... in my 'Victorian Eberron' PBP, I pretty much assume this happened, that the good guys eventually won (at great cost), and the game's set centuries later in a world with much more technology and far less pervasive magic.

Setting
 

Some ideas:

Using an eldritch machine activated by the Mark of Death, the Emerald Claw transforms every corpse in the Mournland into an intelligent, free-willed undead simultaneously. These undead are quickly brought under the leadership of Vol who, disguised as Queen Dannel, launches a crusade of retribution against the remaining nations that brought this ruin down upon them.

The Mournland is not actually the ruins of Cyre, but a demiplane designed to look like it by Cyran wizards. The mistwall is a gateway to that demiplane, similar to the mist of Ravenloft. The Day of Mourning was a clever ruse designed to fake the death of Cyre, buying that realm enough time to repair and resupply for an all-out counterattack. The real Cyre is alive and well, and has been working furiously to rebuild its warmachine all these years. Finally, they are ready. The mistwall vanishes, and an army bigger, stronger, and more advanced than anything ever seen in the Last War appears on the border of every nation touching Cyre.

It has been suggested that the Silver Flame is just a small part of an energy field created by the qouatl to seal the demon lords away in Khyber. If someone were to destroy that field, then all of the demons would be released at once. With a new Age of Demons underway, would the dragons of Argonessen have the courage to sacrifice themselves to create a new barrier? Or would they try and use the life-essence of another race to take its place?

Faced with so many enemies, the nations of Khorvaire have no choice but to turn to Argonessen for help. However, the emissaries arrive on that mysterious continent only to find the ruins of a civilization similar to Xen'drik. It seems that the apocalyptic magic unleashed on the giants was the deathblow to the dragons as well. Those dragons still remaining have, like the giants of Xen'drik, changed into a more primitive state. There is no Chamber. There is no Draconic Prophesy. These were both the creations of the Lords of Dust, another one of their endless schemes meant to manipulate the world into releasing their masters back into the world.
 

I envision thrane and Karrnath being the last two bastions left standing at the end. albeit Karnnath will at the time be completely controlled by the Blood of Vol. Making the two mirror image opposites makeshift allies. The Silver flame proves very adept at keeping the demons at bay and Karnnathi Mindless undead stymy the Lords of Madness over and over again.

Meanwhile, In the Mournland, The Lord of Blades captures Merrix d' Cannith and the two develop an early endless line of Warforged to throw at the invaders from space thus an odd alliance between House Cannith, The Lord of Blades, The blood of Vol, and Thrane is formed. The gnomes manage to stay safe throguh manipulation of other groups forces. The Talenta Halfings, Valenar Elves, Bre Land, and Aundair all fall in spectacualr fashion each holding one last decisive battle is in each of thier capital cities.

House Deneith fails to protect and thus defends for idealogical reason

House Orien and house Sivis become extremely powerful as they keep the resistance goin. House Lyrandar also becomes important along with Gnomes Shipwrights from Zilargo. House Vadalis keeps House Orien going and develop new ways of bredding horses fast enoguh to keep the resistance supplied.

House Medani and House Thuranni and Phiarlarn become less important and irreelevant becus Scouting is theo nly important intelligence and is done by Hous Tharashk and its monster mercenaries, who finally gain acceptance.

However the alliance is very shaky, how long will khorvaire be able to hold on?
 

One piece could be:

The Lord of the Blades was led by an ancient docent to create the Mournland as a place to withdraw in preparation for the Inspired invasion from Reidra. His Creation Forge churning out masses of warforged and an alliance with the Valenarian Elves turn the eastern lands into a constant blood bath, under which the Talenta Halfings have dissapeared.

It does sound like a very interesting campaign :)
 

For some reason, I'm reminded of the city built around the terrasque.

I really like the location (the thread has all sorts of ideas about it), and the plot potential (both how it's fit in and what happens once it's there) is enormous.

If the Lord of Blades managed to steal enough of its hide and organs to create Terrasque-Forged, it could significantly alter the balance of power. Are the PCs willing to undertake this quest, and risk creating an even more powerful enemy, or will they try to kill the beast that is outfitting their opponents with powerful magic, and perhaps lose the only thing that could save the resistance? Or will they unleash the powerful beast, and hope that it hurts their enemies more than them?



If everything bad that can happen is happening, the only thing worse than the terrasque rampaging around is the terrasque being controlled.
 
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