Shadows Over Khorvaire
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Eberron Awaits
I've always loved the DUNGEONS & DRAGONS® game. I wanted Eberron to feel like a D&D world. Eberron needed to be a land with dwarves and elves, swords and spells. It needed to be home to mighty dragons and fearsome monsters. I wanted a place for high adventure. Here explorers could uncover lost civilizations or find ancient cities hidden deep below the earth.
I also wanted a world full of mystery and scheming. In this place, stories don't always end well, and there isn't always a right answer to every problem. This produced the Last War, a conflict that turned old allies into bitter enemies and destroyed an entire nation. The aftermath of the Last War showed the cost of war and the terrible scars that remain. Crime and corruption lurk in the largest cities. Sinister fiends influence the dreams of the unwary. Hidden dragons shape the course of history. An army of horrors lingers just beyond the edge of reality, struggling to break through.
Eberron is a world of magic and intrigue. Most of all, it is a world that needs heroes. Whether you explore the shattered cities of Xen'drik, serve as a spy for one of the Five Nations, or seek to unravel the schemes of dragons and demons, you have the power to shape the future of Eberron.
Welcome to Eberron!
-— Keith Baker, creator of Eberron
The Shadows Over Khorvaire
The Shadows Over Khorvaire is my take on the world of Eberron. This take includes some of the same core elements that are envisaged in the setting, as well as incorporating elements of my other favorite games and settings as well, particularly Call of Cthulhu and trappings from Steampunk.
Overview
During the Daelkyr Wars, some 10,000 years prior to the modern age, an artifact was given to a group of corrupt goblins. This artifact was known simply as the Cauldron of Ongurr. This artifact was used by the goblins to incite a civil war amongst the various tribes of goblin. The cauldron granted the ability to build a bridge to the planes of madness and allow the user to control the creatures that came through. The Great Chieftain Ongurr used the Cauldron's powers to unite the fractious tribes of Khorvaire, but not without a price.
Upon uniting the tribes, Ongurr's own council had been plotting against him. The powers granted by the daelkyr's dark artifact had twisted both Ongurr and his line. The goblins of the Ongurr clan had become twisted and deformed in the wake of the Cauldron's power. Their hideous appearance was only rivaled by their ferocity and escalating rage. They would ride across the face of Khorvaire and destroy all that lay before them.
Ongurr's Grand Vizier and his Champion, (both of whose names have been lost to the winds and sands of time) set into motion a plan to destroy the Cauldron and free their people from the grips of the daelkyr. In conjunction with Taichar, a goblin druid, the three set about destroying the Cauldron. They split the cauldron into seven pieces and spread these pieces across the face of Khorvaire. Hopefully to never be rejoined again.
Our Adventurers
Our mighty band of adventurers were approached by Provost Phineous Nolan of Morgraive University in order to assist him in the location and collection of various artifacts of pre-Galifarian importance. His first request to the group was to assist in finding a piece of the Cauldron of Ongurr. Unfortunately, the Provost was not aware of the importance, nor the legacy of this object prior to sending our brave adventurers out into the world after it.
Active Party Members
- Adran, elven ranger of the Eldeen
- Dragonborn Cleric, a dragonborn cleric of the Sovereign Host
- Bharash Lhaldara, dragonborn paladin of the Sacred Flame
- Lerissa, tiefling wizardess
- Nebin, halfling warlock of the Talentia Plains
Inactive Party Members
- Aramil, eladrin wizard
- Birel, elven cleric of the Sovereign Host
- Hildrak Devin, dwarven cleric to the Sovereign Host

