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April 29, 1976 (43)
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New York City


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Rough Nights & Hard Days: A Review Sunday, 7th July, 2019 02:12 PM


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Thursday, 26th July, 2018

  • 03:45 AM - Hellcow quoted Eryndur in post Eberron It Is? [UPDATED & CONFIRMED!]
    Speaking of which, Bill Slavicsek had such a huge hand in developing the original Eberron, I’m rather surprised he wasn’t listed in Keith’s “Special Thanks” section. Although, perhaps Keith was mentioning people directly responsible for this current (5e) iteration of the setting, rather than the original team. NOPE. This was 100% a mistake. I was specifically calling out the people involved in the first iteration and Bill was a big part of that. I'll be fixing that the next time we do an update and posting something about it.

Monday, 16th July, 2018

Monday, 27th April, 2015

  • 07:53 PM - Hellcow quoted Eryndur in post Ask Me Anything: Keith Baker (Eberron, Phoenix: Dawn Command)
    I assume that the basis of Eberron was at least partially formed before the announcement of the contest. Actually, it wasn't. Eberron was something I developed from scratch for the Setting Search. When they chose it initially and I had to go from the 1-page overview to the ten-page overview, there was definitely a moment of "Really? OK, let's think this through." My question is, besides the foundation of pulp/noir/cinematic action, how did the setting emerge? Did you start by building the cosmology? Or perhaps a vague map of Khorvaire? At what point did the Last War get inserted? And what elements were in place before the contest, and what elements emerged as a result of refining the setting as you passed each stage of the contest? This is an excellent question, and one I don't have time to answer in as much detail as I'd like; at the moment I'm pretty busy managing the last week of my Kickstarter campaign. But I will post a detailed breakdown of this on my blog after the Kickstarter ...
  • 06:09 AM - Hellcow quoted Eryndur in post Ask Me Anything: Keith Baker (Eberron, Phoenix: Dawn Command)
    My question is, besides the foundation of pulp/noir/cinematic action, how did the setting emerge? Any plans for more stories featuring Lei, Daine, Pierce and the rest of the original gang? I missed these until now. Eryndur, I'll answer your question tomorrow when I have more time, as it's a bigger topic. Claudio, there's certainly more stories I'd like to tell about Daine and the gang - I never intended for things to be left hanging as they were. Unfortunately, it's really in the hands of WotC and at the moment there's no indication that they have plans for new Eberron fiction. But if the opportunity ever arises, I'll definitely jump at it.

Tuesday, 14th April, 2015

  • 12:41 AM - Hellcow quoted Eryndur in post Ask Me Anything: Keith Baker (Eberron, Phoenix: Dawn Command)
    Hi Keith. Some of Eberron's distinct traits are that the default timeline always hovers around a few years after the Day of Mourning, and that NPCs above 10th level are VERY few far and between. This reigns in metaplot advancement, and allows PCs to really shine as the prime movers and shakers in the world. No need to identify the settings to which these traits were probably reactions, but were they something you conceived while working your way through the contest, or were they instituted by WotC? When Eberron was being converted to 4th Edition, there was a long discussion about whether to advance the timeline. 998 YK is a nexus of possibilities and a time when lots of interesting things are coming to a head, and ultimately the view (which I supported) was that we should stay with it. But that wasn't something baked into the setting from the start. The relative dearth of high-level NPCs was absolutely part of the setting from the start. In part this was a reaction to other settings, as ...

Saturday, 16th August, 2014

  • 05:46 AM - Agamon quoted Eryndur in post Any further clarification to Hiding in Player's Handbook?
    It should be noted that according to the Vision and Light rules, lightly obscured areas (and thus dimly lit areas, as well) impose disadvantage on all Wisdom (Perception) checks that rely on sight. A PC's Passive Perception score is still defined as a check, so I interpret this to mean that in a great many circumstances, Stealth Checks will be opposed by Passive Perception scores that are 5 lower than normal. I would take this to actually mean that the observer needs to be in the obscurement themselves to have disadvantage. Otherwise, like you say, the perception checks will always be at disadvantage, which I'm pretty sure is not the intention.

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