enfants_de_l_hiver

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enfants_de_l_hiver [2019/12/19 13:05] – external edit 127.0.0.1enfants_de_l_hiver [2025/12/11 15:20] (current) – external edit 127.0.0.1
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 +/* Complet */
 +====== Enfants de l'Hiver ======
  
 +<blockquote>
 +Quand Eberron créa la vie, elle créa aussi la mort. Elle donna son venin à l'aspic et déchaîna les fléaux sur le monde. Tout cela a un but. Maintenant, vous avez arraché les dents du serpent et maîtrisé les fléaux par la magie. Notre mère ne se laissera pas moquer, et sa colère est imminente.
 +<cite>Forlorn, druide des Enfants de l'Hiver</cite>
 +</blockquote>
 +
 +Les enfants de l'hiver sont une très petite [[sectes_druidiques]], ayant environ 1,100 membres, principalement des [[Humain]]s avec des [[Féral]]s formant le reste des adhérents. Ils suivent le principe de la "loie du plus fort", venus de milieux difficiles ou ayant traverser des défis extrêmes. Ils croient que sans la mort, il ne peut y avoir de vie. L'utilisation de [[magie]] est autorisée, les effets de [[l_obscurite|L'Obscurité]] étant visibles en présence de [[classe:demoniste]], comme Corbeau. Les Enfants voient les autres  [[sectes_druidiques]] comme, au mieux, dépassé. Ils n'ont pas de hiérarchie formelle, ils existent plutôt comme une série de meute, se déplaçant au fur et à mesure que le chef de meute les dirige.
 +
 +Les gouvernements de [[Khorvaire]] considèrent les enfants de l'hiver comme des terroristes à part entière. Les habitants des [[Confins d'Eldeen]] ne sont pas aussi extrêmes, et voient davantage les Enfants comme une force de la nature, dont les effets sont comme l'impact d'une tornade. La proximité de [[l_obscurite|L'Obscurité]] avec la frontière nord-ouest de la [[Brelande]] conduit à une intensification des activités militaires, tentant de limiter les incursions des Enfants ou du [[Peuple du Frene]].
 +
 +===L'Hiver s'en vient===
 +
 +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'appelle Malady et est là pour sauver Sharn. Elle compte détruire les pierres mystiques qui purifient l'eau et protègent les habitants de la ville de devenir malade. Ses actes sont un cadeau : des milliers de personnes mourront, mais ceux qui survivront seront plus forts grâce à leurs souffrances. Les Enfants de l'Hiver sont les croque-mitaines des forêts de l'Ouest. Les fermiers des confins n'hésitent pas à les maudire lorsque les récoltes sont mauvaises et que la peste se propage. Ces craintes et ces soupçons sont fondés. Les Enfants de l'Hiver propagent activement maladies et fléaux, et ces dernières années, ils ont semé la tragédie dans des communautés qui auraient pu prospérer. Beaucoup pensent que les Enfants de l'Hiver sont des nihilistes qui vénèrent la mort, mais rien n'est plus faux. Bien qu'ils s'entourent de vermine et des signes extérieurs de la décomposition, les Enfants se considèrent comme les défenseurs de la vie. Ils croient que toutes les choses naturelles ont une raison d'être, même celles qui semblent malveillantes. La mort ouvre la voie à une nouvelle vie. La maladie élimine les faibles.
 +
 +Les Enfants œuvrent pour préserver ce cycle. Ils combattent les morts-vivants partout où ils les rencontrent, car ces abominations brisent le cycle de la vie et s'attaquent aux vivants. Ils combattent les aberrations, qui n'ont pas leur place dans la nature. Mais ils luttent aussi pour rétablir un équilibre rompu depuis longtemps. Les rituels de guérison préviennent les épidémies qui, autrement, éradiqueraient des populations démesurées. Le contrôle du climat par la Maison Lyrandar peut transformer une saison de sécheresse en une saison propice à une récolte abondante. Sharn s'appuie sur de la magie pour assainir son eau, soutenir ses tours, éclairer ses rues et accomplir des centaines d'autres tâches. Les Enfants de l'Hiver cherchent à rétablir l'équilibre entre la vie et la mort que la civilisation a bouleversé.
 +
 +Pour les étrangers, leurs objectifs peuvent paraître ridicules et égoïstes. Les Enfants entravent le progrès et tuent des innocents. Mais les Enfants de l'Hiver croient que ces personnes doivent mourir. À leurs yeux, ce n'est pas seulement une question de philosophie. Comme la plupart des druides, les Enfants voient en Eberron la source de toute vie et l'esprit du monde naturel. Ils croient qu'elle avait un grand dessein pour la nature, un but encore inachevé. Et ils croient que si l'humanité s'écarte trop du chemin tracé par Eberron, elle fera table rase et recommencera.
 +
 +Depuis des générations, les Enfants cherchent à prévenir cette apocalypse par leurs actions. Aujourd'hui, la plupart des druides croient que leurs efforts ont été vains ; pour eux, le Deuil est le signe que l'humanité est allée trop loin. Certains espèrent encore qu'il existe un moyen d'éviter le désastre ultime. La plupart font simplement ce qu'ils peuvent pour préparer les gens à ce qui les attend en éliminant les faibles et en montrant aux forts les épreuves qu'ils devront surmonter.
 +
 +<ifauth @admin><alert type="warning">
 +
 +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; their philosophy is based on the principle that the strong will survive these trials and be invigorated by the struggle. They expect some people to be immune to the disease, and they want those people to survive. If the Fury plague is more dangerous than they anticipated, the Children who sowed the seeds of the disease might help the characters fight it.
 +
 +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, specific ethnicities. Given time, Jorasco could produce a plague that kills only Cyrans. Player characters could be involved on either side of this struggle. They could be hired by Jorasco to hunt Winter druids, capturing them alive and turning them over to the house. Jorasco agents could assist while adventurers are fighting Winter forces, laying claim to the druids in the end. Alternatively, characters could encounter a situation that bears all the hallmarks of a Winter attack . . . only to discover that a Jorasco agent is testing a newly developed weapon, or that one of the house’s clients (the Aurum, rogue Karrnathi warlords, or the Order of the Emerald Claw) is using it. Will the player characters team up with the Children to find Hoarfrost and destroy it? If so, will they free the imprisoned druids or finish them off?
 +
 +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?
 +
 +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.
 +
 +
 +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.
 +</alert></ifauth>
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 +{{tag>["Organisations"]}}
 +{{tag>["Sectes Druidiques"]}}