qaplawjw
Chieftain
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.
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.