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D&D 5E Please Support Eberron!

Paraxis

Explorer
I missed the Eberron setting... is that the steam punkish one?

It is more like Magic Pulp Adventures, maybe Magicpunk.

There is no steam power or gunpowder in the setting.

Hope Hellcow aka Mr. Baker is cool with me posting this an excerpt from the first Eberron campaign book it is a brief summary and the fist thing that made me fall in love with the setting.

TEN THINGS YOU NEED TO KNOW
Every Dungeon Master and player needs to know and remember these facts about the world of Eberron.

1. If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron’s tone and attitude, but otherwise everything in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron.

2. Tone and attitude. The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure. Alignments are relative gauges of a character or creature’s viewpoint, and not absolute barometers of affiliation and action; nothing is exactly as it seems. Alignments are blurred, so that it’s possible to encounter an evil silver dragon or a good vampire. Traditionally good aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it’s least expected. To help capture the cinematic nature of the swordplay and spellcasting, we've added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the seemingly impossible.

3. A world of magic. The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.

4. A world of adventure. From the steaming jungles of Aerenal to the colossal ruins of Xen’drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can and should draw heroes from one exotic location to another across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon may take the heroes from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wider range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.

5. The Last War has ended—sort of. The Last War, which plunged the continent of Khorvaire into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations occupying what was once the kingdom of Galifar. At least overtly, the peace has held for almost two years as the campaign begins. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.

6. The Five Nations. The human-dominated civilizations on the the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these survive to the present day as independent countries; Cyre was destroyed before the start of the campaign. The devastated territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is “By the Five Nations,” or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.

7. A world of intrigue. The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels economic, political influence, territory, magical power each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.

8. Dragonmark dynasties. The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their influence transcends political boundaries, and they remained mostly neutral during the Last War. While not technically citizens of any nation, the matriarchs and patriarchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from the dragonmark unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls.

9. Dragonshards. Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend; Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power; dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by, making them expensive and often the goals of great quests and adventures.

10. New races. In addition to the common player character races found in the Player’s Handbook, players can choose to play changelings, kalashtar, shifters, and warforged in Eberron. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shape changing abilities. Kalashtar are planar entities merged with human hosts who are capable of becoming powerful wielders of psionic power. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created during the Last War who developed free will and a desire to improve their position in the world.
 
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Goemoe

Explorer
I missed the Eberon setting... is that the steam punkish one?
Actually you can even play it that way with all the elemental(steam?) powered vehicles and industry, it comes close.

I agree, an adventure path connecting some lesser known regions would be great. I even would buy a source book for Lhazaar, Aerenal, deep sea or something similar less covered until now. Another city source book, totally different from Sharn perhaps? But I doubt Wizards will go into that much detail.
 
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Blue Phoenix RPG

Publisher/Designer
To be honest Ebberon was an interesting concept but out of all the game settings, it was my least favorite. For me it's all about The Forgotten Realms. I have a feeling this setting will not be support officially as the guys from WOTC have been pushing the FR concept heavily. They have also talked about Dragonlance and Greyhawk as well. I wish you luck though.
 

hbarsquared

Quantum Chronomancer
I am a HUGE fan of Eberron! Donating and standing up and being counted and voting with my (ten) dollars!

I would love a 5e campaign setting book (it would be my third!) I agree with the historical Five Nations-centricity of previous books and expansions, and would love to see more depth in other regions besides Sharn and Xendrick. I'd also love to see more about the machinations of the Houses and religions!

I would love to see adventure books a la Hoard.

I'd love to see more novels! Marsheila Rockwell's Sabira d’Deneith and Paul Crilley's Abraxis Wren are amazing.

Currently, I've started up a 5e campaign and using all my 3.5e source material. But I'd gobble anything Eberron right up.

Thanks, Keith!
 

Will Doyle

Explorer
"Why exactly are we called in to solve this problem? Why not just use your magic phone to call ahead or send troops?"

The thing is, the guy IS calling you up on his magic phone to send YOU into the warzone onboard his airship. Only on the way, you'll discover that its all a big doublecross and the adventure will end with a crazy battle on the top of the airship.
 

Paraxis

Explorer
The thing is, the guy IS calling you up on his magic phone to send YOU into the warzone onboard his airship. Only on the way, you'll discover that its all a big double cross and the adventure will end with a crazy battle on the top of the airship.

Exactly, Eberron can be the setting for many types of adventures, you can do pulp action exploration like Indiana Jones or espionage thefts like Shadowrun. All the magic toys only add to the game, and give exciting new backdrops to adventure in.
 

Uchawi

First Post
I would like to see Eberron support its pulp fiction roots and re-do some of the martial classes with maneuvers in mind. I would say the same thing about dragonlance by re-doing wizards with the moons in mind.

I believe you have to go beyond just rehashing the setting to fit 5E, because technically that can be done with any of the Eberron material. Of course getting hold of old material may be cost prohibitive.
 

Hellcow

Adventurer
Thanks to everyone who's pitched in so far. Again, even one dollar helps!

I agree, an adventure path connecting some lesser known regions would be great. I even would buy a source book for Lhazaar, Aerenal, deep sea or something similar less covered until now. Another city source book, totally different from Sharn perhaps? But I doubt Wizards will go into that much detail.
These are certainly all things I'd like to work on. As for whether WotC would do them, there's lots of different ways support could happen. It could be that WotC itself would produce new official material; but it's also possible that they would be willing to license the setting, as has been done with other D&D properties in the past. I'm fairly confident there will be support, but it's too soon to say what form it will take.
 

TiaxTheMighty

First Post
I have played in mostly home brew campaigns but every time I'm exposed to anything Eberron I fall in love with it. The races, the magi-tech - it's such a rich setting. It's the only setting I have any real interest in.

If more Eberron specific info would be included in 5e supplements I'd definitely be more motivated to buy them.
 


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