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<blockquote data-quote="Jfdlsjfd" data-source="post: 7870792" data-attributes="member: 42856"><p>As Adslahnit pointed out, it will be a daunting task to integrate thing as best as possible and I might have to alter many details. </p><p></p><p>I think that Risur is a slightly darker setting than Eberron, so I spent a part of session 0 emphasizing some "dystopian" aspects of Eberron. My goal in session 0 was to endear the players with the characters in their Sharn Watch station and characters, so they will feel heightened stakes when it will risk being blown up in adventure #3. So I gave them opportunities to interact with several NPC and get into their Watchmen characters (arrest, don't kill...) and introduced some themes: sending them on a chase after Gale, having to deal with factory worker protesting against Warforged competition for jobs, using and establishing contact with the less savory times through informants... I'll be able to leverage this later. Basically, my goal in the "atmosphere-setting sessions" was to present the themes of Zeitgeist and mesh them into lower-stake adventures before engaging the main storyline. It will also fuel the audit by adding opportunity for successes and failure.</p><p></p><p>With regards to analogs, I set them in Breland, with Flint being Sharn and Wroat as Slate, as that's the default assumption. Finding countries with which Breland was at war was easy... but we need Danorans identified, and it's an odder choice that came to mind: Zilargo. Zil are Breland's neighbour, they are industrious, are pioneering elemental-binding technology (so the idea of a technological advance from Danor can be maintained, especially since gnomes are highly-sought inventors). Plus, they have a tradition for trying to preserve neutrality, and that would be a good hotbed from the Obscurati plan to hatch: neutrality will be preserved if everyone think alike for the greater common good. Plus, the plan involve experimenting with quite-unknown tech... Something that would attract the Zil... The Axis seal is obviously a creation of the Gatekeeper druids. The planes obviously need mapping and adapting -- I have idea but I am still ironing the details out, even if I have ample time before that -- and hoping to keep the player interested until it the crux of the campaign.</p><p></p><p></p><p></p><p>Cauldron Hill will be in the City of the Dead, a burial place for the <em>very</em> wealthy outside the city. It would fit the bill. Obviously, it's less high in altitude than the mile-high Skyway, but let's say that stargazing need to have your feet firmly in the ground to make meaningful predictions as you're connecting the Sky and Eberron... It's not too far-fetched. The fey have connection to the secular powers of Khorvaire, with Thelanis being a plane very close to the material plane. Eberron cosmology allow for varying plane influence, so the "old ways" dying in the city would be the result of Thelanis being remote from some time, and their renewed influence by a recent change in closeness, becoming coterminous with the whole Breland. It can work. Gidim will be Daelkyr. I need to compress the timeline somewhat to have the Great Malice being the Mourning... The whole "country-destroying cataclysmic event" must be reused <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 7870792, member: 42856"] As Adslahnit pointed out, it will be a daunting task to integrate thing as best as possible and I might have to alter many details. I think that Risur is a slightly darker setting than Eberron, so I spent a part of session 0 emphasizing some "dystopian" aspects of Eberron. My goal in session 0 was to endear the players with the characters in their Sharn Watch station and characters, so they will feel heightened stakes when it will risk being blown up in adventure #3. So I gave them opportunities to interact with several NPC and get into their Watchmen characters (arrest, don't kill...) and introduced some themes: sending them on a chase after Gale, having to deal with factory worker protesting against Warforged competition for jobs, using and establishing contact with the less savory times through informants... I'll be able to leverage this later. Basically, my goal in the "atmosphere-setting sessions" was to present the themes of Zeitgeist and mesh them into lower-stake adventures before engaging the main storyline. It will also fuel the audit by adding opportunity for successes and failure. With regards to analogs, I set them in Breland, with Flint being Sharn and Wroat as Slate, as that's the default assumption. Finding countries with which Breland was at war was easy... but we need Danorans identified, and it's an odder choice that came to mind: Zilargo. Zil are Breland's neighbour, they are industrious, are pioneering elemental-binding technology (so the idea of a technological advance from Danor can be maintained, especially since gnomes are highly-sought inventors). Plus, they have a tradition for trying to preserve neutrality, and that would be a good hotbed from the Obscurati plan to hatch: neutrality will be preserved if everyone think alike for the greater common good. Plus, the plan involve experimenting with quite-unknown tech... Something that would attract the Zil... The Axis seal is obviously a creation of the Gatekeeper druids. The planes obviously need mapping and adapting -- I have idea but I am still ironing the details out, even if I have ample time before that -- and hoping to keep the player interested until it the crux of the campaign. Cauldron Hill will be in the City of the Dead, a burial place for the [I]very[/I] wealthy outside the city. It would fit the bill. Obviously, it's less high in altitude than the mile-high Skyway, but let's say that stargazing need to have your feet firmly in the ground to make meaningful predictions as you're connecting the Sky and Eberron... It's not too far-fetched. The fey have connection to the secular powers of Khorvaire, with Thelanis being a plane very close to the material plane. Eberron cosmology allow for varying plane influence, so the "old ways" dying in the city would be the result of Thelanis being remote from some time, and their renewed influence by a recent change in closeness, becoming coterminous with the whole Breland. It can work. Gidim will be Daelkyr. I need to compress the timeline somewhat to have the Great Malice being the Mourning... The whole "country-destroying cataclysmic event" must be reused :) [/QUOTE]
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