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| + | ====== Enfants de l' | ||
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| + | Quand Eberron créa la vie, elle créa aussi la mort. Elle donna son venin à l' | ||
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| + | Les enfants de l' | ||
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| + | Les gouvernements de [[Khorvaire]] considèrent les enfants de l' | ||
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| + | ===L' | ||
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| + | Une jeune femme marche dans les égouts de Sharn. Les rats lui murmurent des choses à son passage, et les scarabées se rassemblent à ses pas. Elle s' | ||
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| + | Les Enfants œuvrent pour préserver ce cycle. Ils combattent les morts-vivants partout où ils les rencontrent, | ||
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| + | Pour les étrangers, leurs objectifs peuvent paraître ridicules et égoïstes. Les Enfants entravent le progrès et tuent des innocents. Mais les Enfants de l' | ||
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| + | Depuis des générations, | ||
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| + | <ifauth @admin>< | ||
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| + | The Fury: The community that serves as home base for the adventurers is overcome by a contagious wave of violence. The strong turn on the weak, driven by an insatiable aggression—and yet, some semblance of intelligence allows the victims of this plague to form packs and fight strategically. This has all the signs of a classic zombie outbreak, but the victims aren’t undead; radiant damage and turn undead have no effect on them. House Jorasco encountered this plague long ago—so long ago that the cure is buried and forgotten in some Jorasco vault. Can the characters find the Children of Winter responsible for reviving and releasing this plague? If so, can they discover the cure and save any friends who have been infected, or is destroying the victims the only solution? Despite the lethality of the plague, the Children of Winter have no desire to eradicate populations; | ||
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| + | Hoarfrost: When the Children spread a disease, they want some part of the population to survive. With a new war on the horizon, however, factions with less deliberate convictions look for ever-more lethal weapons. Having seen the Children of Winter resurrect diseases thought long dead, such as the Fury plague mentioned above, a cabal in House Jorasco is developing bioweapons. They are capturing Winter druids and holding them in a hidden facility known as Hoarfrost. There, Jorasco chirurgeons force the Children to help them produce weapons far more lethal than anything the Children would employ. These diseases can eliminate populations centers within hours or days and can be tailored to specific races or, potentially, | ||
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| + | The Wardens of the Mournland: When a party of adventurers is lost in the Mournland, an unusual force comes to their aid: the Children of Winter. A handful of Children believe that other members of their organization are mistaken: The Mourning isn’t the harbinger of the great winter, and the aggressive actions of the other druids cause more harm than good. These Children explore the Mournland and seek to protect innocents from its clearly unnatural dangers. They could also help end plagues started by other Children. They believe that death and disease are natural and that the great winter will come, but this is not the time. Until the signs are absolute, they can be useful allies for characters who travel in the Mournland or seek to uncover the mystery of the Mourning. Final Death: The Children of Winter despise the undead. The group’s activities have generally been confined to western Khorvaire, but they could travel east in force to strike at hubs of undead activity. Fort Bones, Fort Zombie, and Atur are major targets in Karrnath. The Undying Court of Aerenal is an even more ambitious target, since the deathless are just as abominable to the Children as undead. The Children employ swarms of mystical vermin that consume undead flesh, diseases that bring down the mortal allies of the dead, or primal tools that disrupt the undead in other ways. When the characters are caught in the midst of these conflicts, what side will they take? | ||
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| + | If Winter Falls | ||
| + | In their conflicts with the Children of Winter, the player characters learn about the beliefs of the druids. The Children justify their actions as attempts to stave off an apocalypse even worse than the Mourning. Most likely, the characters dismiss these mad tales. Perhaps they’ll listen and try to help the Children. In either case, what happens if the dreaded Winter actually occurs? The doctrine of the Children of Winter states that Siberys is the source of arcane and divine magic, Eberron the mother of primal and natural things, and Khyber the font of aberrations and fiends. The first sign of Eberron’s fury is a wave of natural disasters. Thousands die as floods, hurricanes, and earthquakes shake the world. Once she is fully awake, Eberron asserts her preeminence over her creation, banishing the influence of Khyber and Siberys alike. The Lords of Dust are forced into the depths with other fiends, and the dragons of Argonnessen are wiped out. The magical energies wielded by both wizards and priests are cast back to the Ring of Siberys, and arcane and divine magic fails utterly. The towers of Sharn collapse under their own weight. Airships fall from the sky. Amid this chaos, awakened plants tear down the foundations of cities, newborn primal predators hunt survivors, and plagues ravage the land. The loss of magic is the key event of this disaster, but it doesn’t make the world a mundane place. Dragons are hard hit because arcane magic flows through their blood—but many natural creatures have innate supernatural abilities. The ogre still has its strength, and the blink dog can still slip through space. Primal magic is stronger than ever, and the youngsters in the ruined cities will grow up to be barbarians and wardens. Only a handful of people can still use arcane and divine magic . . . including the player characters. | ||
| + | One of the underlying themes of an Eberron® campaign is that the player characters are the most important people of the age, and that precept is made manifest here. Player character clerics and paladins are the last connection to the divine in a world cut off from the heavens. A heroic sorcerer still holds a spark of Siberys in his or her blood, and the artificer is one of the few people who can harness the residual arcane energy that remains. The characters have powers that no one else can wield. Will they search for a way to restore the old order, or will they use their abilities for personal gain? Does the wizard try to create rituals that anyone can perform or use his or her powers to carve out a kingdom? | ||
| + | The onset of Winter is an interesting way to bridge the transition from paragon to epic tier. If Winter strikes at the very end of the paragon tier, you can declare that time has passed between that point and when play resumes with the adventurers assuming their epic destinies. Discuss the changes that have occurred in the world with the players, and how their epic roles tie into this new world. If a decade has passed, new power groups would have risen in the ruins. Warlords in the Five Nations try to maintain order with their militias, while barbarian tribes answer the call of the wild and the monsters of Droaam roam across the west. A new Dhakaani Empire is spreading across the south and moving on the ruins of Sharn. The powerless Jaela Daran remains in the ruins of Flamekeep, patiently waiting for the Silver Flame to return. If psionic powers still function in this new world, Riedra has laid claim to the coasts. Where will the characters begin to make their place in this new world? | ||
| + | This story line can also be run as a short-term campaign, in which the characters restore the balance between Eberron and Siberys within a short time. Even so, the fall of a brief Winter is a cataclysm that utterly transforms the world. The greatest cities in the world become looted ruins. Between the natural disasters and subsequent violence, much of the infrastructure has been lost, and it takes time to restore lightning rails and rebuild airships. And the force that rebuilds the fastest will be the one in a position to shape the next age. This is a world that needs adventurers—a time when epic heroes can set the course of the future. | ||
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| + | Raven is one of the most powerful members of the Children of Winter. Where the Children have long contained the power of the Gloaming, Raven has harnessed it and can wield it in battle. She is one of the voices asserting that the time has come to cleanse the world—that the Mourning is merely the first sign, and that the only path to the new s\Summer lies directly through Winter. | ||
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