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Welcome to Neo Genesis: Chronicles of Eberron

A Play-by-Post Campaign Set in a World of Intrigue, Arcane Industry, and Endless Adventure

Welcome to Eberron, a world shaped by magic, war, and ambition. It is a world where airships drift between towering metropolises, where elemental-fueled machines have changed the face of industry, and where ancient secrets lurk beneath the surface, waiting to be unearthed. But in the wake of a devastating war, the people of Khorvaire are left to pick up the pieces—some seeking power, others redemption, and many simply looking for a fresh start.

In Neo Genesis: Chronicles of Eberron , you play as one of these seekers, arriving in Khorvaire with nothing but your wits, your past, and your future to carve out. Whether you are a veteran of the Last War, a fugitive escaping your old life, or an explorer chasing opportunity in the world's arcane-industrial revolution, your story begins here.

The Setting: A World Reborn from War



For over a century, the Last War raged across the continent of Khorvaire , as the Five Nations fought for dominance following the collapse of the Kingdom of Galifar . The war only ended four years ago with the signing of the Treaty of Thronehold , bringing a fragile peace—one that many doubt will last. The scars of the conflict are everywhere: cities lie in ruins, nations nurse old grudges, and displaced soldiers roam the land, searching for purpose.

Adding to the uncertainty is the catastrophic event that ended the war— The Mourning . On the Day of Mourning , the once-proud nation of Cyre was consumed by a magical cataclysm, leaving behind the deadly and unnatural wasteland known as the Mournland . No one knows what caused it, but fear of another such event has kept the peace... for now.

The great houses, powerful dragonmarked dynasties , continue to expand their influence, ruling the world’s economy with their monopolies on magic, transportation, healing, and more. Meanwhile, spies and assassins wage an invisible war between the nations, secret societies weave their plots, and criminal syndicates thrive in the chaos.

This is the Khorvaire you arrive in—restless, unstable, and filled with endless possibilities.

Where You Begin: A Fresh Start on the Frontier

Your journey starts aboard an airship bound for Khorvaire , carrying travelers from across the world. Some seek fortune, some seek escape, and others carry ambitions that will shape history. But whatever your past, the future is unwritten.

Character Creation: Who Are You?

In Neo Genesis: Chronicles of Eberron , you are an outsider, a traveler, a survivor of the world's upheavals. Your reason for coming to Khorvaire is your own, but here are some questions to help shape your character:

- What is your history with the Last War ? Did you fight in it? Lose everything to it? Profit from it?
- Why are you leaving your old life behind? Are you running from enemies? Seeking a new identity? Pursuing a lost dream?
- What are you looking for in Khorvaire ? Wealth? Power? Redemption? Something more personal?
- Who are your allies and enemies ? Do you have old debts to settle? Family you left behind? Rivals who would kill to see you fail?

Eberron is a setting where magic is a tool, not a miracle, and where the line between hero and villain is blurred. Your character should have personal stakes, a drive to shape their future, and a reason to be in this new world of intrigue and adventure .

The Themes of the Campaign

- World in Transition: The Last War has ended, but its wounds still fester. Nations, organizations, and individuals alike are struggling to rebuild or reshape their destinies.
- No Clear Good or Evil: Morality is gray, and the line between hero and villain is often one of perspective.
- Magic as Industry: Arcane technology powers everyday life, from lightning rails to warforged soldiers . Magic is practical, and innovation is constant.
- The Unknown Beckons: Whether it’s the Mournland’s deadly mysteries , the intrigues of dragonmarked houses , or ancient and long-forgotten ruins , Khorvaire is filled with secrets waiting to be uncovered.
- Your Choices Matter: Allies, betrayals, and ambition will define your journey. The world will react to your actions, for better or worse.

Interested? Join the Adventure.

If you're ready to step into the world of Eberron —a land of scheming nobles, ambitious criminals, and wonders both arcane and terrifying—then Neo Genesis: Chronicles of Eberron awaits.

No matter your past, Khorvaire offers a chance to start anew. But nothing is given freely, and every fresh start comes with a price.

How will you shape your destiny?

Only time will tell.
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Races of Eberron


From the bustling cities to hidden jungles, each race offers unique abilities and rich histories.

In Eberron, the world is filled with a diverse array of races, many of which are unique or have different cultural roles compared to traditional Dungeons & Dragons settings. Below is a list of the primary races found in Eberron:




Common Races


These races are widespread and found in major cities, nations, and across the continent of Khorvaire.

Humans – Versatile
The dominant race of Khorvaire, founders of the Five Nations and major civilizations.
Ability: Pick one extra Boon of your choice.

Gnomes (Zilargo) – Subtle Magic
A gnome can produce small, subtle magical effects, such as making their voice seem to come from another place, causing an object to move slightly, or altering their appearance just enough to avoid recognition.
Ability: A gnome can produce small, subtle magical effects, such as making their voice seem to come from another place, causing an object to move slightly, or altering their appearance just enough to avoid recognition.

Half-Elves (Khoravar) – Social Chameleons
Descendants of humans and elves, many half-elves control House Lyrandar (airships) or House Medani (spies/detectives).
Ability: Half-elves thrive in diverse societies and easily blend into any social group. Once per day, they can convince others they belong somewhere they technically shouldn’t or gain trust faster than expected.

Half-Orcs – Relentless Fury
Often found among orc clans, some are part of House Tharashk, specializing in tracking and dragonshard mining.
Ability: Once a day, when they are cornered, wounded, or at their last breath, a half-orc can summon a final surge of strength, pushing past their limits for one last, decisive action. They also have Darkvision.

Dwarves (Mror Clanholds) – Stonebound Resilience
Wealthy, industrious mountain folk, renowned for banking empire (House Kundarak).
Ability: Used to harsh mountain life and financial dealings, dwarves have an unshakable resolve. Once per day, they can shrug off pain, fatigue, or intimidation, making them difficult to coerce or defeat mentally. They also have Darkvision.

Elves


Aereni Elves – Undying Wisdom
Ancient, long-lived elves from Aerenal, ruled by the Undying Court (powerful elven undead).
Ability: Having lived among the undead sages of Aerenal, Aereni elves can call upon their deep ancestral knowledge. Once per scene, they can recall obscure historical or arcane information, even from long-lost civilizations..

Valenar Elves – Battle Trance
Nomadic warrior elves who revere ancestors through battle.
Ability: Once per day when engaged in battle, a Valenar elf can enter a heightened state of focus, allowing them to anticipate enemy movements, react with lightning speed, or execute a perfect counterattack.

Dark Elves – Umbral Step
A secretive and enigmatic offshoot of elvenkind, Dark Elves are often found in the depths of Khyber or hidden enclaves, mastering dark magics and ruthless survival. Shrouded in mystery, their culture values cunning, adaptability, and the power of secrecy.
Ability: Once per day, a Dark Elf can step between shadows, instantly teleporting a short distance (up to 30 ft) as long as both the starting and ending points are in dim light or darkness. Additionally they have Darkvision.

Halflings


Talenta Halflings – Beast Whisperers
Dinosaur-riding nomads from Talenta Plains.
Ability: Talenta halflings have a deep connection with dinosaurs and other beasts. Once per day they can calm, command, or befriend an animal in a tense situation.

Urban Halflings – Lucky Opportunists
City dwellers, often merchants, rogues, politicians.
Ability: City halflings have a knack for being in the right place at the right time. Once per scene, they can conveniently overhear useful information, stumble upon an opportunity, or escape unnoticed.



Uncommon & Unique Races


Changelings – Many Faces, One Soul
Changelings – Shapechangers who live among other races, often spies, thieves, or diplomats.
Ability: Changelings can subtly shift their features, but beyond mere disguise, they can impersonate a specific person’s voice, mannerisms, or presence so convincingly that even acquaintances may be fooled.

Kalashtar – Whispers of the Dream
A race of psionic dreamers, spiritually linked to quori from the Plane of Dreams (Dal Quor).
Ability: Kalashtar have an innate connection to dreams and emotions. Once a day, they can sense strong emotions or glimpses of prophetic dreams about people, places, or situations.

Shifters – Unleashed Instincts
Descendants of lycanthropes with beast-like traits.
Ability: Shifters can briefly tap into their bestial heritage, enhancing their senses, reflexes, or physical power. They also have Darkvision

Warforged – Living Construct
Sentient constructs built for war, now seeking purpose in the world.
Ability: Warforged do not need food, sleep, or air, and their bodies are naturally armored. They can also perform inhuman feats of endurance, such as traveling long distances without rest or resisting extreme conditions.

Goblinoids (Dhakaan Empire)
The Dar, native to the fallen goblin empire of Dhakaan.

Goblins:
Ability: Goblins are quick and small, allowing them to hide, or squeeze into tight spaces others can’t. They also have Darkvision

Hobgoblins:
Ability: Hobgoblins are disciplined warriors. Once per day, they can recognize flaws in enemy formations or tactics, gaining an edge in combat or strategy. They also have Darkvision

Bugbears:
Ability: Bugbears have monstrous grip strength, allowing them to hold onto enemies, weapons, or ledges with incredible force. They can keep hold of something even under extreme pressure. They also have Darkvision

Orcs – Gatekeeper’s Fury
Primarily found in the Shadow Marches, many orcs are druidic warriors tied to the Gatekeepers.
Ability: Orcs can sense unnatural forces, like aberrations, undead, or extraplanar beings, and are resistant to their corruption. They also have Darkvision.

Lizardfolk – Cold-Blooded Pragmatism
Found in Q’barra’s jungles and the ruins of Xen’drik, some are allies, others hostile.
Ability: Lizardfolk think in pure logic and survival, making them immune to emotional manipulation. They can also hold their breath for extreme durations.



Rare & Exotic Races


Dragonborn – Ancestral Breath
Rare in Khorvaire but found in Q’barra and the dragon-ruled lands of Argonnessen.
Ability: A Dragonborn can unleash a breath attack once per scene, drawing upon their draconic lineage. The element and form of their breath depend on their ancestry:
  • Fire (Red, Brass, Gold) – A cone of searing flames that ignites flammable objects.
  • Cold (White, Silver) – A blast of freezing wind that coats surfaces in frost.
  • Lightning (Blue, Bronze) – A crackling bolt of electricity that surges in a line.
  • Acid (Black, Green) – A spray of caustic acid that eats through armor and obstacles.
  • Poison(Green) – A cloud of toxic gas that lingers in the air.


Tieflings – Infernal Tenacity
Often from Demon Wastes, Droaam, or Sarlona, with different origins than usual.
Ability: Tieflings resist fire, fear, and manipulation, and once per day they can draw upon their heritage to produce eerie, supernatural effects, such as shadowy whispers or flickering flames.

Aasimar – Celestial Blessing
Uncommon, often linked to angels, Silver Flame, or celestial patrons.
Ability: Once per day, Aasimar can emit a brief, divine glow that comforts allies, repels darkness, or unsettles evil creatures..

Goliaths – Mountain’s Might
Isolated mountain dwellers found in Xen’drik.
Ability: Goliaths are unmatched in strength and endurance, capable of feats of physical prowess, such as lifting massive objects or enduring extreme hardship.

Yuan-Ti – Serpentine Mind
Found in Xen’drik, some serve forgotten gods or daelkyr.
Ability: Yuan-Ti are immune to poison and mental domination, and once per day they can hypnotize or subtly manipulate others with their words. They also have Darkvision

Genasi (Elemental-Touched Wanderers)
Rare individuals born with a connection to the Elemental Planes, often found in Zilargo (Air Genasi), the Mournland (Earth Genasi), Sarlona (Fire Genasi), and the Thunder Sea (Water Genasi). Many are descendants of elemental-bound beings or experiments from House Cannith’s elemental research.
Abilities:
  • Air: Air Genasi move effortlessly, able to leap great distances, balance on unstable surfaces, or momentarily glide.
  • Earth: Earth Genasi have unnatural durability, able to withstand falls, impacts, or environmental dangers that would harm others.
  • Fire: Fire Genasi absorb heat and energy, making them immune to extreme temperatures and able to manipulate small flames.
  • Water: Water Genasi can breathe underwater, move effortlessly through currents, and sense changes in the tides, making them natural navigators and survivors at sea.

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Neo Genesis: Chronicles of Eberron
Roleplay Rules




1. Commitment & Posting Expectations


  • Please only join if you are committed to posting at least once per week.
  • While you may not always be required to post weekly, this is the maximum speed at which you may be expected to contribute.
  • If you find yourself unable to continue or needing a break, you must notify the GMs. We expect clear communication.


2. Character Fate & Leaving the Game


  • If you drop out of the campaign , you sign over full rights of your character’s fate to the GMs.
  • Your character may be written out in a way that fits the story (e.g., disappearance, death, NPC status).
  • If you anticipate a long absence, please communicate with the GMs to arrange a solution.


3. Roleplay Etiquette & Conduct


  • No godmodding – You cannot control other players' characters or dictate outcomes without consent.
  • No metagaming – Your character should not act on OOC (Out of Character) knowledge that they wouldn't realistically have.
  • No speedposting – Be patient and allow all involved players time to respond before moving forward.
  • Respect all players and GMs – Treat everyone with courtesy, both in and out of character.
  • Adult themes (violence, intrigue, and mature topics) are allowed , but all sex scenes must fade to black .


4. Thematic Roleplay & Setting Immersion


  • Eberron is a world of moral ambiguity and intrigue. Expect complex decisions, shifting alliances, and unexpected twists.
  • Your character should have a reason to be in the world and engaged in the story. Avoid "lone wolves" who refuse to interact with the group.
  • Magic is industry. Arcane power is practical and woven into society; keep this in mind when developing your character.


5. Conflict Resolution & GM Authority


  • The GM has final say on all disputes, rulings, and game progression.
  • If an issue arises between players, attempt to resolve it amicably before involving the GM.
  • PvP (Player vs. Player) conflicts require consent from all involved parties.


6. Posting Format & Writing Standards


  • Posts should be clear, descriptive, and in third-person past tense unless otherwise specified.
  • Avoid one-liner responses unless they are appropriate for dialogue.
  • Use proper spelling and grammar to the best of your ability.


7. Character Creation & Progression


  • All characters must be approved by the GM before joining the game.
  • Characters should fit within the Eberron setting , respecting its lore, politics, and themes.
  • As the campaign progresses, character development should be natural and reflect in-game experiences.


8. Lore & Homebrew Adjustments


  • This campaign will stay true to core Eberron lore , but some elements may be adjusted or expanded for storytelling purposes.
  • House rules and homebrew elements will be communicated by the GMs.
  • Be flexible and open to these adjustments for the sake of world cohesion.


9. Player Conduct & Community Expectations


  • Harassment, discrimination, or toxic behavior will not be tolerated.
  • This is a collaborative storytelling experience; work with your fellow players to create an engaging narrative.
  • If you have concerns, bring them to the GMs privately and respectfully.




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