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Zealot (found in Xanathar's Guide to Everything), and
              a cleric of the Light or War domain all represent a log­
              ical path for a Ghaash'kala character. Outlander and
              hermit are appropriate backgrounds, reflecting your
              harsh upbringing or religious devotion.
            CARRION TR B E S
                            I
            The Carrion Tribes descend from explorers and refu­
            gees twisted by the evil in this realm. Explorers usually
            encounter these savage folk as enemies, but occasion­
            ally a hero emerges from the shadows. When creating
            a character from the Carrion Tribes, consider the
            following:
            Sworn to an Overlord. Your tribe is devoted to an arch­
              fiend. This can serve as the roots of a warlock's pact
              or the inspiration for a barbarian's rage. Are you still
              loyal to your dark lord, or did you break free from its
              influence? Either way, work with the DM to develop
              the details of your overlord.
            Child of a Savage Land. You were born into a lawless
              realm where violence was the only constant. How
              have you adapted to life on the other side of the Laby­
              rinth? Are you superstitious, refusing to adapt to this
              new world, or are you doing your best to learn the
              ways of this strange realm?
            Why Did You Leave? You began your life as a servant
              of darkness. Have you embraced the light? Are you
              fighting the servants of your former master? Or are
             you a pawn in a conflict between overlords? You might
              serve an evil force, but the cultists you fight serve even
              darker powers.
            C I T I E S   A N D   S I T E S
            Settlements are few and far between  n   the Demon
                                          i
            Wastes. The Carrion Tribes are semi-nomadic, assem­
            bling camps in the crumbling ruins of long-forgotten
            cities built by demons in the first days of the world.

            ASHTAKALA
            Legends say that a single city of fiends remains intact.
            Stories describe Ashtakala as a city of basalt and brass,
            filled with rakshasas and demons. If it exists, it is
            shielded by powerful wards. Who knows what ancient
            artifacts and treasures it might contain?
            BLOOD  R ESCENT
                   C
            House Tharashk established this tiny port at the end
            of the Last War. The house hopes to gain access to the
            dragonshard deposits buried in the Wastes. To date, it
            has survived the Carrion Tribes and the malefic horrors
            of the Wastes, but few believe it will last.

            DESOLATE
            Known at various times as Greenholt, Newholt, or
            Kymar's Folly, this outpost has served as an Aundair­
            ian settlement, a Thrane hermitage, and an outpost
            of House Lyrandar. It's fallen three times, and no one
            knows exactly how. Each time, its inhabitants have
            vanished in a single night, leaving all their possessions
            behind. Today it's known as Desolate, and it awaits the
           next band of settlers willing to stake their claim.
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