Eberron Scenario

qaplawjw

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It occurred to me that no one had done a scenario for the D&D world Eberron, which seemed a little odd, as it seems made for a Civ-type game. It has world wars, espionage, etc. And the takes on several of the fantasy races (orcs, elves, and halflings, especially) are sufficiently different that I think it has a lot to add. For an intro to the world, check out Wikipedia; for a more entertaining but haphazard intro to some highlights, do a google image search for "Eberron Motivational Posters."

So I thought this could be a good way for me to pay back this community for years of entertainment and (in some cases) education. I've also been enjoying learning about scenario design over the past few days, and so I'm looking forward to that.

The scenario will focus on the century-long Last War, and will be either 300 or 400 turns long.

The following Civs will be included:
The Five Nations--The primary combatants in the Last War; their founding monarchs were all sons and daughters of the last king of Galifar, who all wanted his throne.
1. Aundair--They led the way in magic, which will probably be represented by superior artillery (wizards) and an abundance of science buildings.
2. Breland--A major economic and cultural powerhouse. The most democratic of the 5 nations, but also the most corrupt. They also had the best espionage on the continent.
3. Karrnath: Due to a troop shortage, they cut a deal with Vol, to be trained how to create zombies, skeletons, and other undead. This tends to creep out the other nations, especially Thrane. They will also start with a Military Academy small wonder prebuilt in Rekkenmark. Famines were common problems in Karrnath; I'm not sure how to represent this, other than to give them few agricultural resources.
4. Thrane: Religious fanatics devoted to the Silver Flame, a religion that hates undead, and more generally all sorts of supernatural or magical evil. This makes them arch-enemies of Karrnath. Due to their patriotic piety, they led the way in divine magic, as well as cavalry and archery.
5. Cyre: They got the short end of the stick in this war: their entire kingdom was obliterated by some unknown magical force. I'm still trying to figure out their strengths. 1) They will probably have better construct troops, especially in the mid-to-late game. 2) I've recently been reading some interesting speculations that a high portion of military leaders would have stayed legal to the king's oldest and most legitimate prospective heir-->Their starting forces may be veterans, rather than regulars.
Karrnath, Thrane, and Breland should have unique governmental choices available: respectively, Military Dictatorship and/or Undead State; Theocracy; and Constitutional Monarchy (and maybe Republic?) Most of the other civs could fit into "generic" choices like Monarchy, Druidic something or other, Tribal Council, etc.

Greater Khorvaire: Khorvaire, the northwest continent, is going to be packed!
6.Darguun—Heirs of the long-lost goblin Dhakaani empire.
7.Droaam—Hags, ogres, goblins, minotaurs, and other assorted monsters.
8.Eldeen Reaches—Nature-y types: Druids, satyrs, centaurs, treants, etc.
9.Lhazaar Principalities—Pirates! Likely to dominate the naval game
10.Mror Holds—Dwarves!
11.Q'barra—A sparsely populated nation of lizardmen. They'll probably be pretty tough to play as, but at least they'll look neat.
12.Talenta Plains—Halflings who ride dinosaurs into battle. What more do you want to know?
13.Valenar—Elves with a Sparta-meets-Klingons culture, descended from an Aereni invasion force. They're looking to start a war with pretty much anybody, in order to ritually reenact heroic battles that their ancestors fought millenia ago.
14. Zilargo--Gnomes. They make very good spies, and (I think) they invented the idea of chaining a fire elemental to a ship, in order to make it fly. I think they didn't think that one through; the "airport" improvement will probably have a meltdown chance.
15. The Crimson Covenant--The Blood of Vol is a benign (but creepy) religion devoted to worshipping one's own blood as a symbol of "the divinity within," and to bettering oneself in order to achieve immortality. At least, that's the propaganda; the Crimson Covenant is the cult's nefarious leadership: a secretive cabal of necromancers, liches (who, ironically, have no blood) and vampires who seek to enslave the world.
16. House Tharashk--The only Dragonmarked House on this list, they use the Mark of Finding to dominate the bounty hunting business on Khorvaire. They are also uniquely able to find paths through the wilderness, allowing them to base their businesses in Khorvaire's most anarchic regions (They were literally the last empty spot on the map), and once there, negotiate mercenary and mining contracts with the locals. They have close ties to the Gatekeepers, a group of orcs who follow a druidic religion and keep the world safe from Lovecraftian horrors.
17. The Lords of Dust--Another star that fell long ago, but is rising again. This group of rakshasas is looking for a way to release their demonic overlords. Or, leave them imprisoned while stealing their power. Whichever makes for easier world domination.

Beyond Khorvaire:
20. Aerenal: Elves, who have a typical ancestor-worshipping religion...except their ancestors are undead (kind of--they're also Good-aligned, on average).
22. Drow Tribes: Don't know too much about them yet, but I've heard they're pretty atypical, as far as dark elves go. Many of their units will probably come from The Desert and the Mountain.
23. Stormreach: A city-state on the Drow-dominated continent, Xen'drik; they will probably get many unique improvements, especially geared towards trade.
 
To upload it using CFC's upload option, I believe you have to zip or rar the file first. If you want to upload a pic of the map only, then it is probably easiest to start a game and just do a PrintScreen of the mini-map of Civ 3.

There can never be enough fantasy mods! I look forward to seeing what you come up with. I am not too 'enlightened' with everything D&D, but it is interesting none-the-less!
 
So, here's the map up to this point. I decided to reduce the Gatekeepers to a unit or 4, because cities...are not really what they do. It's not finished, obviously: no resources, and there are still a few civs that I have not placed cities for. Also, Khorvaire (the huge, northwestern continent) is relatively huge compared to the other continents, and compared to the official Eberron maps, because it has about 3/4 of the game's civs.

On Dragonmarked Houses and Secret Societies:
These are two themes for the world that I am not sure how to implement. I have some ideas, but I'm looking for suggestions from other people who know the setting. Anyone like that here?

First, several of Khorvaire's industries are pretty much monopolized by individuals with particular magical birthmarks. These birthmarks are hereditary; for instance, the Mark of Healing is mostly found among halflings of House Jorasco, and it allows that house to control Khorvaire's medical services. Since most of the Houses are widely spread throughout Khorvaire, it seems that they would best be represented by improvements (most of which would increase trade and/or production, and probably do something else) and a small wonders. The House Jorasco Apothecary (a small wonder?) for instance, might increase Commerce 50% or 25%, and allow healing in enemy territory. My current plan is to have one improvement and small wonder per house, all of which will require the Dragonmark Enclave resource in the city to build.

As there are a total of 13 (official) Dragonmarked Houses, this will make for a lot of trade/production/etc boosts, and may reduce the need for reducing Espionage costs.

Or, another example, House Ghallanda (also halflings) uses the Mark of Hospitality to dominate Khorvaire's inns and restaurants, and they're strict policy on sanctuary for their guests makes them a safe refuge/meeting place for criminals and anyone hiding from anyone. So the "Ghallanda Tavern" might double a city's commerce, at the cost of increasing its corruption. (Is that possible??)

House Tharashk (The Mark of Finding; humans, 1/2-Orcs, and presumably Orcs) are in as a Civ because in a number of cities they are practically the gov't, even though the House (like all the Houses) is officially neutral on all "political" issues. They have a lock on bounty hunting, and (most importantly for their status as a civ) their excellent pathfinding skills have allowed them to meet and negotiate mining and mercenary contracts with Khorvaire's less-civilized inhabitants. For instance, they work with the Gatekeepers quite a bit: Opening the mortal plane up to incursions from extra-planar horrors is not in anyone's interests, and something not even the Houses can be neutral about.

Second, several of the planned civs (Emerald Claw, Chamber, the Lords of Dust) are not nations, but secret societies, working from the shadows to undermine (or occasionally, to support) society, for their own nefarious ends. How to represent this? Early/more effective access to Espionage, certainly. They will probably have more than the typical # of hidden nationality units. Would it be possible to make a civ of entirely hidden nationality units? Other ideas on how to convey the "secretive and manipulative" feel?

I've made a sizable list of secret societies and other organizations which would be best represented by small or great wonders: although many hardly had their host nations' interests at heart (put mildly; represented by disadvantages such as melt-down chances, unhappiness, high maintenance, etc), they were often capable of working with enemies in the short term.

A couple not-urgent leader requests: Maybe similar leaders are done already; I haven't really looked yet. But they seemed like some specialized requests, so it made sense to ask early. If I can find some pictures of them to post sometime, I will.

1) Keeper Jaela Daran: An 11-year old girl, she is also the theocrat of Thrane. She has quite a Disney-princess thing going on. Her power-mad regent, Cardinal Krozen ideally should be visible in the background or leaning over her shoulder.
Edit: Fan pictures, esp. in an Anime-style, of Jaela are all over the Internet. Cardinal Krozen has a few too, and he is on p. 107 in the 4th Edition Eberron Campaign Guide. That might be too distant of a picture to model a leader after, though...

2) Exarch Durastoran the Wyrmbreaker: A Rakshasa, which in D&D terms means he is a humanoid tiger with demonic ancestry. He leads the Lords of Dust, or at least one of their most powerful factions. Probably not essential to the image, but rakshasas typically have backward hands.
Edit: There is a Rakshasa, presumably Durastoran, on p. 29 of the 4th Edition Eberron Campaign Guide. There are several general Rakshasa pictures online.

On eras and extra cultures: I plan on having two technology eras. Can I make some civs era 1 & 2, and others 3 & 4, in order to double the city graphics I can use? But if I could have 7-8 culture groups, that would make some tough choices unnecessary. Most of the city graphics only one or two eras fit really well anyway, so no worries there...

Finally, my editor seems to have some sort of glitch: It will not display city graphics, borders, units, or most overlays. (Rivers are ok though.) I have this problem with pretty much all map files, and I know the mod folders are in the right place, because the game plays and the terrain displays in the editor. Any ideas what's up with this?
 
In the editor, go to 'View', I think the Clean Map option needs to be turned off, this might be causing your problem.


I think 5 culture groups is hardcoded; you would have to do as you mentioned to get more cities types. It does work though, I am using 9 different cities, so you should have no problem with it.

You can split civ's into 2 groups as you mentioned. I am doing something similar myself. Only thing is, you either need to make 2 seperate tech trees (as you stated), or make each tech tree seperate that all civ's can research. I am doing the 2nd, so one era is Might, one is Magic, etc...

Sounds terrific, I am not familiar with the background of it all... but I will certainly follow the thread!
 
Thanks for the help and encouragement. I just finished collecting various terrain graphics, and I'm working on resources and city graphics. These PCX's are the easy part, so I'm doing them first!

A question on credits: Most of these graphics, I'm cutting and pasting from various mods and scenarios, so I don't know who the original creators are. Should I just credit the creators where I can, and cite the mods otherwise? If the creators let me know, of course I'll add them to the list, but do I have to go digging through all those graphics files before I post stuff? What's the protocol there?
 
I'm a long way from writing civilopedia entries (probably months, optimistically), but I'm starting to think of the kinds of things I might put in them. How much biographical information should I "spoil" on the leaders? For instance, it's pretty common knowledge that Kaius is the evil despotic overlord of the undead-infested nation Karrnath. And, to present the players with a complex moral choice, he's the only monarch in favor of not restarting the Last War, maintaining the peace single-handedly through charisma and strength of will. So, given the opportunity, do they kill him and plunge Karrnath (and possibly the entire continent) back into war? It might seem like an easy choice now, work with him as long as he keeps his zombies within his borders, but the depth of his evil is a dark secret that the players should learn late in the game, that makes Kaius worlds more interesting as a character, and makes the choices in how to treat him much more complicated. And I was a little disappointed that I read it while researching this project, rather than learning it in game, although it also made me want to play a Karrnath-centric game sometime. I have a somewhat similar story with Cardinal Krozen, the evil-but-mostly-good-intentioned regent of Thrane: I kind of wish I learned his backstory in a different way, but I'm more interested in him as a result of knowing it. I imagine this might be a common problem among non-LotR fantasy mods: providing enough info to pique interest in the setting, but not spoil major plot points. Any suggestions on finding that line?
 
A question on credits: Most of these graphics, I'm cutting and pasting from various mods and scenarios, so I don't know who the original creators are. Should I just credit the creators where I can, and cite the mods otherwise? If the creators let me know, of course I'll add them to the list, but do I have to go digging through all those graphics files before I post stuff? What's the protocol there?

If you got the time, track down the original creators. It's always nicer. If you can't find one, at least, you've done your best.
 
A somewhat short update, as I hope to get to bed some time tonight:

I am still working on this, or rather, I'm working on it again, after a break of several months. I changed computers, and somehow lost a bunch (but strangely not all) in the file transfer. I am nearly up to where when I lost everything.

Progress report:
The map is mostly done, except for units. Resources are pretty much done and placed, including some original ones to represent the dispersal of various religious communities. So for instance, building a temple of the Sovereign Host will require the resource Sovereign Host in the radius.
"All" that's left is designing the tech tree, the unit lines, improvements/wonders, associated art, tracking down various graphics for a semi-thorough list of credits (this one I've been trying to more or less make as I go)...basically all the hard stuff

Some changes since my last post:
I've decided to crop the map and get rid of the two eastern continents. A couple reasons: I wasn't sure how to represent the civs involved in a way that would make for an interesting game, a balanced game, and semi-accurately represent their capabilities. And, they spent most of the Last War laying the grounds for schemes that have not yet come to fruition. I'm considering, when/if this project is finished, doing a sequel scenario, perhaps called The Next War. probably would be back in for that project. But that is a long way off.
I would like to have a few leaders as original works (especially the two mentioned above); I have ideas for static images I could convert for placeholders and inspiration. Leaderheads and Flics will probably be coming up soon on my to-do list.
I'm leaning towards (now that I only have 20 civs) doing, instead of 10 cultures and 2 tech-ages, 20 cultures and and 1 age. Advantages: As a matter of faithfulness to the setting, most infra-structure ought to be already in place somewhere, or at least the prerequisite techs researched. Most advancements in this period occurred (as one might expect in a century long war) in the military areas: undead soldiers, construct soldiers, floating super-fortresses, etc. So a single-era tech tree, with many improvements/wonders having no pre-reqs, makes sense to me. Hopefully, the utter lack of tech-trading might also make for a more aggressive AI. So, then, replanning and redoing the city graphics is next on the to-do list.

A Windows 7 question:
I had planned on uploading a new version of the map. Unfortunately, the file is invisible in Explorer. I know it's there; I can open it in Conquests. I have my computer set to display hidden files: previously, I could not find my Program Files folder, now I can find the Conquests/Scenarios folder, and most of the files/folders within it, but not this particular biq. In the Open/Save as menus in the Conquests Editor, I see the file normally, but this biq has a small orange-ish padlock over the icon. What does this mean?!? My Conquests.ini is similarly invisible; I would like to modify it to run in a wider screen resolution, but I can't find it.
 
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