Graf
Explorer
So game worlds develop and so do game systems. Worlds frequently iterate upon each other. Bigby and co live in Greyhawk, FR gave us drow as player characters, Spelljammer produced the Arcane, etc.
People have remarked that several similarities exist between elements of Eberron (Wizard's old "main campaign") and the 4e Forgotten Realms ("returning champion" I suppose).
In a recent video chat I think Perkins alluded to FR's status by suggesting that people should mine FR for things for their own campaigns.
So what did they like enough to bring with the from Eberron?
I tend to concur that it sounds a lot like Spellscars will be mechanically similar to Dragonmarks.
In story terms they seem to be completely different. Dragonmarks are an integral part of Eberron's history, explaining social movements as well as providing an IC reason for the PC races to be *important* (i.e. they're marked by the Draconic Prophesy). They're also the justification for most of Eberrons Weird Magic Infrastructure (and the houses that build them).
Spellscared in FR seems like it'll be much looser. Anyone can develop them, they seem vaguely reminiscent of mutants and superheroes.
An easy way to differentiate characters, or provide a limited suite of magic powers without having a character take levels in Sorcerer, or have an impressive magic item.
In some ways, because it's far more flexible, the Spellscar's are probably a more attractive narrative option.
The spellscared are tied into the other thing that new FR seems to have imported from Eberron, the Mournlands. That part of Eberron was marked, after a magical catastrophe (you could probably go so far as to say magical holocaust), with an area of intense magical radiation that creates powerful warped creatures, offers sanctuary to evil that dwells within it and generally acts as a giant dungeon and plot generation in the middle of what was the most civilized section of the world.
4e FR will have something similar, many zones of twisted magic, that create warped creatures, grant Spellscars and so forth left behind after a magical catastrophe. Sounds a bit post-apocalyptic when I put it like that...
This also seems more narratively attractive than biding it to on particular location. A Mournland on the doorstep of every PC town, so to speak.
Can people think of other things that are being brought over from Eberron? Have they been changed? Are the changes good/bad?
People have remarked that several similarities exist between elements of Eberron (Wizard's old "main campaign") and the 4e Forgotten Realms ("returning champion" I suppose).
In a recent video chat I think Perkins alluded to FR's status by suggesting that people should mine FR for things for their own campaigns.
So what did they like enough to bring with the from Eberron?
Original PostPrimal said:All in all it seems to me that 4E FR tries to combine the "best" parts of Eberron (e.g. 'Spellscars', anyone?) and the 'Points of Light' concept and remaining fiercely loyal to the Core Rules (the number of Deities, for example).
I tend to concur that it sounds a lot like Spellscars will be mechanically similar to Dragonmarks.
In story terms they seem to be completely different. Dragonmarks are an integral part of Eberron's history, explaining social movements as well as providing an IC reason for the PC races to be *important* (i.e. they're marked by the Draconic Prophesy). They're also the justification for most of Eberrons Weird Magic Infrastructure (and the houses that build them).
Spellscared in FR seems like it'll be much looser. Anyone can develop them, they seem vaguely reminiscent of mutants and superheroes.
An easy way to differentiate characters, or provide a limited suite of magic powers without having a character take levels in Sorcerer, or have an impressive magic item.
In some ways, because it's far more flexible, the Spellscar's are probably a more attractive narrative option.
The spellscared are tied into the other thing that new FR seems to have imported from Eberron, the Mournlands. That part of Eberron was marked, after a magical catastrophe (you could probably go so far as to say magical holocaust), with an area of intense magical radiation that creates powerful warped creatures, offers sanctuary to evil that dwells within it and generally acts as a giant dungeon and plot generation in the middle of what was the most civilized section of the world.
4e FR will have something similar, many zones of twisted magic, that create warped creatures, grant Spellscars and so forth left behind after a magical catastrophe. Sounds a bit post-apocalyptic when I put it like that...
This also seems more narratively attractive than biding it to on particular location. A Mournland on the doorstep of every PC town, so to speak.
Can people think of other things that are being brought over from Eberron? Have they been changed? Are the changes good/bad?
Last edited: