Campaign Info

The current campaign takes place in the year 2984; see calendar for more details.

House rules
The following are all the gameplay changes for this campaign setting:


 * Shardminds automatically have the Ancient Estorian language.
 * Drow are unplayable.
 * Followers of Nalindra can take the Nalindra's Fury Channel Divinity power.
 * Followers of Evening Glory can take the Evening Glory's Shivering Embrace Channel Divinity power.

Armor & Weapon types

 * Gyff - Plate armor, flail
 * Harthur - Hide armor, battleaxe/longsword
 * Kalth - Cloth armor, ki focus
 * Nuraya - Chain armor, javelin
 * Ro - Hide armor, staff

Gryff

 * Gith Plate Armor of Magic (Lv11) or Dogged Grit +3 (Lv12)
 * Helm of Battle (Lv9 Head) +1 Init to party members
 * Strikebacks (Lv10 Hands) Imm Reac: melee basic against enemy that hit you
 * True Kiss of the Mistress (Lv3 or Lv8): + bonus to saves and daze a target 1/day

Harthur

 * Belt of Vigor - Waist
 * Carnage Battleaxe +3
 * Bloodthirsty Battleaxe +3
 * Bloodiron Battleaxe +3
 * Jagged Battleaxe +3
 * Lesser Ring of Feather Fall - Ring
 * Lucky Charm +3 - Neck
 * Dwarven Throwers (Heroic Tier) - Hands

Kalth
Kalth's super-long epic wish list of all time


 * Highlights include:


 * Ghost Strike Ki Focus +3
 * Ring of Feather Fall

Nuraya

 * Weapon: Chieftain's Javelin +3 or honestly, any +3 Javelin with an interesting power, I'll probably go through the massive list of them at some point and narrow it down a bit, but I wouldn't mind being surprised for now. (Chieftain's Javelin doesn't help as much as it used to, since the added +1 to granted attacks doesn't scale with level)
 * Implements: Holy Healer's Quarterstaff +3
 * Armor: either of these two:
 * Hero's Wyvernscale Armor +3: +2 to all defenses when spending an action point -or- allow an ally to spend their second wind as a free action
 * Chaos Weave Wyvernscale Armor +3: daily immediate interrupt to gain resist 10 to acid, cold, fire, lightning, or thunder until the end of the encounter after getting hit by such an attack.
 * Head: these would be fun:
 * Helm of Heroes: +2 item bonus to saving throws against fear to you and all allies within 10 squares. Daily free action when granting a basic attack to allow that ally to take a standard action instead with a +2 power bonus to damage rolls.
 * Helm of Able Defense: +1 Will, +2 bonus to all defenses until you take damage for the first time after the end of your turn.
 * Pennant Helm: +1 Will, daily minor action to spend a healing surge and enable all allies you can see to spend a healing surge.
 * Neck: Healer's Brooch +3: +3 Fort/Ref/Will, +3 to regained HP when using healing powers.
 * Arms: either of these
 * Diamond Bracers: daily minor action to gain resist 10 against a damage type you were hit with since end of last turn.
 * Winged Bracers: when you leap down at least 4 squares on purpose, you can fly 8 squares before you hit the ground.
 * Waist: either of these
 * Cincture of the Githzerai: daily interrupt to use Will instead of Fort when an enemy hits your Fort (Fort is lowest defense, Will is nearly highest)
 * Cord of Divine Favor: encounter free action when healing an ally to also spend a healing surge yourself
 * Hands: Gloves of the Healer: When healing, one of the healing targets gains an additional 1d6. Daily standard power to spend a healing surge, and adjacent ally regains HP equal to your healing surge value.