Campaign Info

The current campaign takes place in the year 2959; 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, holy symbol
 * Harthur - Hide armor, battleaxe/longsword
 * Kalth - Cloth armor, ki focus
 * Nuraya - Chain armor, javelin
 * Ro - Hide armor, staff

Gryff

 * Eladrin Ring of Passage (Lv14 ring, adds 1 to teleport, daily teleport of 6 squares as move action).
 * Ring of Retreat (Lv17 ring, adds 1 to teleport, daily teleport to specific location)
 * Incisive Dagger (Lv14+ weapon, adds enhancement bonus to teleports).
 * Eladrin Boots (Lv16 feet, adds 2 to teleports)

Harthur

 * Dwarven Throwers (Lv10) - Hands
 * Lesser Ring of Feather Fall (Lv12) - Ring
 * Lucky Charm +3 (Lv14) - Neck

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


 * Highlights include:


 * Blurred Strike +2 ki focus +3
 * Ring of Feather Fall

Nuraya

 * Implements: Totem of Nature's Balm +3 (Lv15): 3d6 damage on crit, and allow an ally within 10 squares to spend a healing surge. Daily free action when hitting with a primal attack power to grant a saving throw with a +3 bonus to all allies within 2 squares of you or SC.
 * Armor: either of these two:
 * Drowmesh of Sudden Recovery +3 (Lv13): +1 bonus to saving throws against ongoing damage. Daily minor when taking ongoing to end the ongoing and gain regeneration equal to it until the end of the encounter.
 * Chaos Weave Drowmesh +3 (Lv14): daily immediate interrupt to gain resist 10 to acid, cold, fire, lightning, or thunder until EoE after getting hit by such an attack.
 * Head: these would be fun:
 * Helm of Able Defense (Lv14): +1 Will, +2 bonus to all defenses until you take damage for the first time after the end of your turn.
 * Pennant Helm (Lv14): +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 (Lv14): +3 Fort/Ref/Will, +3 to regained HP when using healing powers.
 * Arms: either of these
 * Diamond Bracers (Lv9): daily minor action to gain resist 10 against a damage type you were hit with since end of last turn.
 * Winged Bracers (Lv12): 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 (Lv10): daily interrupt to use Will instead of Fort when an enemy hits your Fort (Fort is lowest defense, Will is nearly highest)
 * Hands: Gloves of the Healer (Lv12): 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.