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== Eberron Fictional setting ==
'''''[https://www.pathfinder-fr.org/Wiki/Ressources.Vivre%20%c3%a0%20Eberron.ashx Lien externe Wiki PF Eberron (fr)]<br>
'''''[https://fr.wikipedia.org/wiki/Eberron Lien externe Wiki Eberron (fr)]<br>
'''''[https://fr.wikipedia.org/wiki/Eberron Lien externe Wiki Eberron (fr)]<br>
'''''[https://en.wikipedia.org/wiki/Eberron Lien externe Wiki Eberron (en)]<br>
'''''[https://en.wikipedia.org/wiki/Eberron Lien externe Wiki Eberron (en)]<br>
'''''[https://eberron.fandom.com/wiki/Eberron_Wiki Lien externe Fandom Eberron]<br>
'''''[https://eberron.fandom.com/wiki/Eberron_Wiki Lien externe Fandom Eberron]<br>
''[https://en.wikipedia.org/wiki/Eberron Source Wiki Eberron (en)]<br>


==Spécificités Gahan==
=== World ===
''renseignements provenants d'une campagne glanés sur le net [https://sentiersdemagamance.fr/index.php?topic=1759.0 ici] (à vérifier et confronter avec la V. Officielle et la nôtre)
 
===Les Dieux===
 
Dans le panthéon des Archipels, les 4 dieux les plus puissants sont :
*VULTOR, maître du ciel et des orages et ainé des dieux
*ISTAÏON, dieu des Océans et des eaux
*MAEREVA, déesse de la terre
*CEORSIS, dieu du soleil
 
Chaque Grande Race a son Divin Protecteur
*LOMELINDIEL, mère des Elfes
*HELMENGRINN, père des nains
*ETHAROS, père des hommes
*PRIMALIA, mère des halfelins
*SVAR le Scintillant, père des gnomes
*BAKOR le Brutal, père des orcs
 
Parmi les autres dieux les plus connus, on trouve également :
*KALEB Lance d’Argent, dieu de la guerre
*DATHYS, dieu du commerce et de la navigation
*EPONIA Cheveux d’Or, déesse de l’amour
 
Ou encore les divinités particulièrement craintes suivantes :
*NEBEE, déesse de la Mort
*ARAX, dieu de la destruction et du meurtre
*NADIRA, déesse des profondeurs et de la mélancolie, son épouse
 
===Le Monde et la guerre Eosique===
 
Il y a 3000 ans, il y avait des îles tellement grandes qu’on pouvait passer des mois à les traverser à pied avant d’atteindre leurs rivages. Les nains découvrirent dans les profondeurs de la terre l’Eos, un minerai qui forgé devenait un métal magique aux propriétés extraordinaires. Tout le monde voulu en avoir, il s’en suivit une grande guerre pour la possession de l’Eos. ARAX s’incarna dans le monde et prit la tête des armées contre les nains, appuyés par ses 4 généraux maléfiques, ses démons et les Elfes menés par l’infâme prince elfe ER-FÛL, un des 4 généraux.  Face à lui et à ses armées, les nains, les humains et les orcs combattirent les démons courageusement mais le royaume nain finit par tomber. C’est alors que les dieux envoyèrent des héros contre ARAX, les Arkonautes, menés par un jeune berger, un élu, nommé JAREG. Il y eut une dernière grande bataille entre les deux armées. JAREG terrassa ARAX et la bataille contre le Mal fut gagnée. Hélas, JAREG succomba à ses blessures. C’est alors que se produisit un cataclysme, le monde explosa et les grandes îles furent morcelées en des dizaines de petites îles mouvantes, les Archipels. On appela cette catastrophe La Césure. Depuis, ARAX cherche à revenir dans le monde pour se venger…
 
===Les principales îles des Archipels===
 
'''CEYLAN''' la tranquille, une île avec une trajectoire elliptique courte, presque un point fixe dans ce monde. C’est là qu’on y trouve le grand temple de CEORIS mais aussi la demeure de l’ORACLE, un personnage mystérieux à qui ont peut poser des questions moyennant de très généreuses offrandes.
 
'''CRACHEFER''', l’île des nains où se trouve leur capital, LE BLOC, siège du pouvoir de L’EKILIBRIUM, les rois jumeaux nains. C’est là où se fabriquent et se créés les merveilles de la Techno-Magie.
 
'''KARGIR''', l’île des libres convoyeurs, une nation libre et démocratique. Les mauvaises langues prétendent qu’il s’agit d’un repère de pirates mais mieux vaut éviter de dire cela à proximité d’un libre entrepreneur, il le prendrait très mal !
'''VENDREST''', avec sa trajectoire régulière, est une des nations les plus puissantes des Archipels. C’est une île commerçante régit par un système politique démocratique. Mais ils aiment bien l’or, démocratiquement bien sûr. L’île est dirigé par un magistrat élu, l’Edile, qui siège depuis la capital VELÊNE.
 
'''QUANDIONNE''' est une île satellite de VENDREST, au propre comme au figuré. On peut y vendre et y acheter tout ce qu’on veut, du moment qu’on en a les moyens. Le pouvoir se partage entre le gouverneur nommé par l’Edile de VENDREST et la vieille famille NORDEL.
 
'''NEMEDIA''', l'île des amazones monteuses de guêpes, un matriarcat. Autrefois en guerre contre VENDREST, désormais en affaire. Et les affaires, c'est important !
 
'''DRAKOZIA''', L'ILE DES DIEUX DRAGONS, une île légendaire où les Grands Dragons auraient vécu, paraît il...
 
==Fictional setting==
'''''[https://en.wikipedia.org/wiki/Eberron Source Wiki Eberron (en)]<br>
 
===World===
 
The world of Eberron contains seven continents. The setting primarily takes place in Khorvaire, the most populated continent. Humans are the most populous race in Khorvaire, living primarily in the area known as the Five Nations.[40] Southeast is the small continent of Aerenal, ruled by elves. Due south is the jungle continent of Xen'drik, once ruled by an empire of giants that collapsed. It is now largely wilderness, with some areas under tribal dominion of the drow. Further south of Xen'drik is Everice, a continent-sized sheet of ice possibly covering several land masses. Frostfell is an unexplored land of ice in the north. The other two main continents are Sarlona (a continent ruled by quori, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye.
The world of Eberron contains seven continents. The setting primarily takes place in Khorvaire, the most populated continent. Humans are the most populous race in Khorvaire, living primarily in the area known as the Five Nations.[40] Southeast is the small continent of Aerenal, ruled by elves. Due south is the jungle continent of Xen'drik, once ruled by an empire of giants that collapsed. It is now largely wilderness, with some areas under tribal dominion of the drow. Further south of Xen'drik is Everice, a continent-sized sheet of ice possibly covering several land masses. Frostfell is an unexplored land of ice in the north. The other two main continents are Sarlona (a continent ruled by quori, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye.
The World of Eberron comprises a number of features for the Eberron campaign setting. The number 13, also known as a "baker's dozen", has been part of a theme Keith Baker used regarding aspects of the world.
The World of Eberron comprises a number of features for the Eberron campaign setting. The number 13, also known as a "baker's dozen", has been part of a theme Keith Baker used regarding aspects of the world.
"Eberron" is also the name for the land of the world, and is referred to as the Dragon Between. Siberys, the Dragon Above, is the name given to the planetary rings which surround the planet. Khyber, the Dragon Below, is the name given to the underworld, and is similar to the Underdark in many other settings. According to the creation story, the world was formed when the progenitor wyrms changed their form into what they are now. Siberys and Khyber fought, leading to Siberys' body being broken into pieces. To stop Khyber, Eberron wrapped around him, and Siberys' broken body became a ring around them both. Siberys created the dragons, Eberron created humanoids and other "lower races", and Khyber created the "demons" of the world. According to Keith Baker, there is some significance to the fact that each name contains the morpheme "ber", but he has not stated what this is.
"Eberron" is also the name for the land of the world, and is referred to as the Dragon Between. Siberys, the Dragon Above, is the name given to the planetary rings which surround the planet. Khyber, the Dragon Below, is the name given to the underworld, and is similar to the Underdark in many other settings. According to the creation story, the world was formed when the progenitor wyrms changed their form into what they are now. Siberys and Khyber fought, leading to Siberys' body being broken into pieces. To stop Khyber, Eberron wrapped around him, and Siberys' broken body became a ring around them both. Siberys created the dragons, Eberron created humanoids and other "lower races", and Khyber created the "demons" of the world. According to Keith Baker, there is some significance to the fact that each name contains the morpheme "ber", but he has not stated what this is.
Creatures
Creatures
Eberron utilized traditional Dungeons & Dragons races but gave them entirely localized lore, history and national ties. Eberron emphasizes national and cultural ties over racial ties. Sean K. Reynolds wrote that "for example, the elves of House Phiarlan are an old dragonmarked house with a centuries-long history of entertainment and artistry; most common folk praise them and their work. In contrast to that house, the elves of the new nation of Valenar are seen as land thieves and a threat to the peace established by the Treaty of Thronehold".[46] Gabrielle Lissauer, in The Tropes of Fantasy Fiction, highlighted that the Eberron campaign setting subverts the classical racial presentation of orcs as savages. Instead, Lissauer wrote that "these orcs are interested in peace and keeping the world safe. [...] They just want to live in harmony with nature".
Eberron utilized traditional Dungeons & Dragons races but gave them entirely localized lore, history and national ties. Eberron emphasizes national and cultural ties over racial ties. Sean K. Reynolds wrote that "for example, the elves of House Phiarlan are an old dragonmarked house with a centuries-long history of entertainment and artistry; most common folk praise them and their work. In contrast to that house, the elves of the new nation of Valenar are seen as land thieves and a threat to the peace established by the Treaty of Thronehold".[46] Gabrielle Lissauer, in The Tropes of Fantasy Fiction, highlighted that the Eberron campaign setting subverts the classical racial presentation of orcs as savages. Instead, Lissauer wrote that "these orcs are interested in peace and keeping the world safe. [...] They just want to live in harmony with nature".
The setting also added four new races to Dungeons & Dragons: Changelings, Shifters, Kalashtar, and Warforged. Changelings and Shifters were based on preexisting Dungeons & Dragons monsters, doppelgangers and lycanthropes respectively. Warforged, sentient constructs created by artificers during the Last War, and Kalashtar, psionic humanoids combined with quori spirits, were created for Eberron.
The setting also added four new races to Dungeons & Dragons: Changelings, Shifters, Kalashtar, and Warforged. Changelings and Shifters were based on preexisting Dungeons & Dragons monsters, doppelgangers and lycanthropes respectively. Warforged, sentient constructs created by artificers during the Last War, and Kalashtar, psionic humanoids combined with quori spirits, were created for Eberron.


====Kalashtar====
==== Kalashtar ====
 
The kalashtar are a race of psionic people; they are the descendants of a group of human monks from Adar, a nation on the continent of Sarlona, who allowed themselves to be possessed by the planar entities known as the Quori. These entities were good-aligned Quori who rebelled and thus had to flee the plane of dreams known as Dal Quor. This merger was permanent leading their descendants to become a hybrid-type race. The spiritual essence of each Quori is divided out amongst many Kalashtar, known collectively as a lineage. Thus, the only way to completely destroy one of the good-aligned Quori is to exterminate its entire lineage. The evil-aligned Quori, known as the Dreaming Dark, seek to hunt and destroy the Kalashtar so many Kalashtar live in either the fortified temple-keeps of Adar or live in hiding amongst the wider world of Eberron. The Dreaming Dark have their own possessed creatures known as the Inspired who rule most of the continent of Sarlona.[51][54]
The kalashtar are a race of psionic people; they are the descendants of a group of human monks from Adar, a nation on the continent of Sarlona, who allowed themselves to be possessed by the planar entities known as the Quori. These entities were good-aligned Quori who rebelled and thus had to flee the plane of dreams known as Dal Quor. This merger was permanent leading their descendants to become a hybrid-type race. The spiritual essence of each Quori is divided out amongst many Kalashtar, known collectively as a lineage. Thus, the only way to completely destroy one of the good-aligned Quori is to exterminate its entire lineage. The evil-aligned Quori, known as the Dreaming Dark, seek to hunt and destroy the Kalashtar so many Kalashtar live in either the fortified temple-keeps of Adar or live in hiding amongst the wider world of Eberron. The Dreaming Dark have their own possessed creatures known as the Inspired who rule most of the continent of Sarlona.[51][54]
Baker highlighted the design differences between the Dreaming Dark and the kalashtar: "Quori possession is entirely different from the relationship between a kalashtar and their quori spirit. With the kalashtar, the quori is a passive presence that simultaneously guides many kalashtar. With the Inspired (voluntary or otherwise) the quori is an active presence that controls a single body at a time, and it fully dominates the host".[55] Glenn Carreau, for GameRant, highlighted the roleplaying potential of kalashtar player characters: "While separate from most of Khorvaire's drama, Sarlona has plenty of its own: kalashtar are a hunted race, shuttered into their monastic country of Adar and constantly besieged by their Inspired enemies in the neighboring nation of Riedra. Still, those who want to play kalashtar in a campaign based elsewhere in Eberron can do so without disrupting the setting's narrative; small numbers of kalashtar do inhabit cities across Khorvaire, quietly continuing their battle against the Inspired even far from home".[51]
Baker highlighted the design differences between the Dreaming Dark and the kalashtar: "Quori possession is entirely different from the relationship between a kalashtar and their quori spirit. With the kalashtar, the quori is a passive presence that simultaneously guides many kalashtar. With the Inspired (voluntary or otherwise) the quori is an active presence that controls a single body at a time, and it fully dominates the host".[55] Glenn Carreau, for GameRant, highlighted the roleplaying potential of kalashtar player characters: "While separate from most of Khorvaire's drama, Sarlona has plenty of its own: kalashtar are a hunted race, shuttered into their monastic country of Adar and constantly besieged by their Inspired enemies in the neighboring nation of Riedra. Still, those who want to play kalashtar in a campaign based elsewhere in Eberron can do so without disrupting the setting's narrative; small numbers of kalashtar do inhabit cities across Khorvaire, quietly continuing their battle against the Inspired even far from home".[51]


====Warforged====
==== Warforged ====
Main article: [https://en.wikipedia.org/wiki/Warforged Warforged]
Main article: [https://en.wikipedia.org/wiki/Warforged Warforged]
The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal. In Eberron, they were created by House Cannith in magical 'creation forges' to fight in the Last War. When the Last War ended, they were given their freedom at the Treaty of Thronehold. Though they have free will, whether they have a soul is not known with certainty; they can be resurrected by spells designed to restore human souls to life, but, unlike humans, never remember anything of their experience in the afterlife after such an event. While they have no biological sex, warforged may adopt a gender role as part of their individual personality. They do not age as the other races do, and it is not known what effects time will have on them. It is generally assumed that, like all living creatures, their bodies must experience degradation over time. Like other races, warforged may take levels in any character class.[37][52][56]
The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal. In Eberron, they were created by House Cannith in magical 'creation forges' to fight in the Last War. When the Last War ended, they were given their freedom at the Treaty of Thronehold. Though they have free will, whether they have a soul is not known with certainty; they can be resurrected by spells designed to restore human souls to life, but, unlike humans, never remember anything of their experience in the afterlife after such an event. While they have no biological sex, warforged may adopt a gender role as part of their individual personality. They do not age as the other races do, and it is not known what effects time will have on them. It is generally assumed that, like all living creatures, their bodies must experience degradation over time. Like other races, warforged may take levels in any character class.[37][52][56]

Version actuelle datée du 13 novembre 2024 à 19:14

Eberron Fictional setting[modifier]

Lien externe Wiki PF Eberron (fr)
Lien externe Wiki Eberron (fr)
Lien externe Wiki Eberron (en)
Lien externe Fandom Eberron
Source Wiki Eberron (en)

World[modifier]

The world of Eberron contains seven continents. The setting primarily takes place in Khorvaire, the most populated continent. Humans are the most populous race in Khorvaire, living primarily in the area known as the Five Nations.[40] Southeast is the small continent of Aerenal, ruled by elves. Due south is the jungle continent of Xen'drik, once ruled by an empire of giants that collapsed. It is now largely wilderness, with some areas under tribal dominion of the drow. Further south of Xen'drik is Everice, a continent-sized sheet of ice possibly covering several land masses. Frostfell is an unexplored land of ice in the north. The other two main continents are Sarlona (a continent ruled by quori, creatures from the Region of Dreams) and Argonnessen (a continent inhabited by dragons). The world of Eberron has twelve moons; some sages believe there is a thirteenth moon that has vanished or is invisible to the naked eye. The World of Eberron comprises a number of features for the Eberron campaign setting. The number 13, also known as a "baker's dozen", has been part of a theme Keith Baker used regarding aspects of the world. "Eberron" is also the name for the land of the world, and is referred to as the Dragon Between. Siberys, the Dragon Above, is the name given to the planetary rings which surround the planet. Khyber, the Dragon Below, is the name given to the underworld, and is similar to the Underdark in many other settings. According to the creation story, the world was formed when the progenitor wyrms changed their form into what they are now. Siberys and Khyber fought, leading to Siberys' body being broken into pieces. To stop Khyber, Eberron wrapped around him, and Siberys' broken body became a ring around them both. Siberys created the dragons, Eberron created humanoids and other "lower races", and Khyber created the "demons" of the world. According to Keith Baker, there is some significance to the fact that each name contains the morpheme "ber", but he has not stated what this is. Creatures Eberron utilized traditional Dungeons & Dragons races but gave them entirely localized lore, history and national ties. Eberron emphasizes national and cultural ties over racial ties. Sean K. Reynolds wrote that "for example, the elves of House Phiarlan are an old dragonmarked house with a centuries-long history of entertainment and artistry; most common folk praise them and their work. In contrast to that house, the elves of the new nation of Valenar are seen as land thieves and a threat to the peace established by the Treaty of Thronehold".[46] Gabrielle Lissauer, in The Tropes of Fantasy Fiction, highlighted that the Eberron campaign setting subverts the classical racial presentation of orcs as savages. Instead, Lissauer wrote that "these orcs are interested in peace and keeping the world safe. [...] They just want to live in harmony with nature". The setting also added four new races to Dungeons & Dragons: Changelings, Shifters, Kalashtar, and Warforged. Changelings and Shifters were based on preexisting Dungeons & Dragons monsters, doppelgangers and lycanthropes respectively. Warforged, sentient constructs created by artificers during the Last War, and Kalashtar, psionic humanoids combined with quori spirits, were created for Eberron.

Kalashtar[modifier]

The kalashtar are a race of psionic people; they are the descendants of a group of human monks from Adar, a nation on the continent of Sarlona, who allowed themselves to be possessed by the planar entities known as the Quori. These entities were good-aligned Quori who rebelled and thus had to flee the plane of dreams known as Dal Quor. This merger was permanent leading their descendants to become a hybrid-type race. The spiritual essence of each Quori is divided out amongst many Kalashtar, known collectively as a lineage. Thus, the only way to completely destroy one of the good-aligned Quori is to exterminate its entire lineage. The evil-aligned Quori, known as the Dreaming Dark, seek to hunt and destroy the Kalashtar so many Kalashtar live in either the fortified temple-keeps of Adar or live in hiding amongst the wider world of Eberron. The Dreaming Dark have their own possessed creatures known as the Inspired who rule most of the continent of Sarlona.[51][54] Baker highlighted the design differences between the Dreaming Dark and the kalashtar: "Quori possession is entirely different from the relationship between a kalashtar and their quori spirit. With the kalashtar, the quori is a passive presence that simultaneously guides many kalashtar. With the Inspired (voluntary or otherwise) the quori is an active presence that controls a single body at a time, and it fully dominates the host".[55] Glenn Carreau, for GameRant, highlighted the roleplaying potential of kalashtar player characters: "While separate from most of Khorvaire's drama, Sarlona has plenty of its own: kalashtar are a hunted race, shuttered into their monastic country of Adar and constantly besieged by their Inspired enemies in the neighboring nation of Riedra. Still, those who want to play kalashtar in a campaign based elsewhere in Eberron can do so without disrupting the setting's narrative; small numbers of kalashtar do inhabit cities across Khorvaire, quietly continuing their battle against the Inspired even far from home".[51]

Warforged[modifier]

Main article: Warforged The warforged are a race of living, sentient constructs, superficially similar to golems. Warforged are composed of a blend of materials: predominantly stone, wood, and some type of metal. In Eberron, they were created by House Cannith in magical 'creation forges' to fight in the Last War. When the Last War ended, they were given their freedom at the Treaty of Thronehold. Though they have free will, whether they have a soul is not known with certainty; they can be resurrected by spells designed to restore human souls to life, but, unlike humans, never remember anything of their experience in the afterlife after such an event. While they have no biological sex, warforged may adopt a gender role as part of their individual personality. They do not age as the other races do, and it is not known what effects time will have on them. It is generally assumed that, like all living creatures, their bodies must experience degradation over time. Like other races, warforged may take levels in any character class.[37][52][56]