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Converting Zeitgeist 5th edition to the Eberron world
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8167437" data-attributes="member: 42856"><p>Don't be shy to add details. Lake Galifar is</p><p></p><p>I'm glad if it can help.</p><p></p><p></p><p>I can see Shavarath being intuitive, but it's the plane embodying the perpetual fight of good vs evil... I think Fernia is closer to random violence, like the one of the Last War (puny motive, civil war... really pointless for 99.9% of the participants who couldn't care less who is sitting on the throne).</p><p></p><p></p><p></p><p>I wanted the creation forge to be in a layer of Dolurrh. As it's the places souls go after death, having there a reflection of the last creation forge, destroyed by the Cannith after the treaty of Thronehold, was fitting. It was slowly losing its purpose, slowly being forgotten... I felt it was as good as Mabar (the plane actively trying to destroy things). Plus, when reading Exploring Eberron, I decided that no party can survive a trip to Mabar except at the highest level with the 10d6 necrotic damage per minute... I could have made it a Manifest zone, but the idea that it is outside the reach of the Treaty wouldn't work. So I picked Dolurrh. </p><p></p><p></p><p></p><p>Lake Galifar is huge, like the Caspian Sea, it's not a stretch to imagine islands not on the map due to scale... The setting is here to serve the story, I don't see any problem with a volcano in Thrane. Have the players meet a Silver-Flame sponsored fundraising effort to provide relief for citizen affected by the sudden apparition of a volcano in adventure 3 or 5 if you want to add a foreshadowing (but two years later, when your players will reach the place, they will have forgotten <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>With regards to the planar effect, I only made a few mechanical changes because I have to emphasize that the delinking of the planes and linking of other was having after the Ob completes the ritual. I didn't thought all the possibilties of the players-imagined change as I have yet to decide on the details. I'll provide what I have in a later post.</p><p></p><p></p><p></p><p>The problem is both "rulewise" and "story-wise". Rulewise, in 3.5 teleportation was prevalent. It was the edition that made "scry-and-die" infamous. I think it was the mindset of it. 5e made it "out of reach" for the Eberron setting and considerably higher level. As a work-around, you <em>could</em> have the party accompanied by a high-ranking NPC with a greater dragonmark, hired by Aundair to help them in their mission, and whose only function is to be able to cast Teleportation, if needed, and Teleportation Circle more often. It is not a service House Orien regularly provide, but by adventure 6 the PC should start to have access to ressources regular customers don't consider. Also, I didn't think it was really a problem, because teleportation beacons are more like teleportation circles which are canonically operated by house Orien.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8167437, member: 42856"] Don't be shy to add details. Lake Galifar is I'm glad if it can help. I can see Shavarath being intuitive, but it's the plane embodying the perpetual fight of good vs evil... I think Fernia is closer to random violence, like the one of the Last War (puny motive, civil war... really pointless for 99.9% of the participants who couldn't care less who is sitting on the throne). I wanted the creation forge to be in a layer of Dolurrh. As it's the places souls go after death, having there a reflection of the last creation forge, destroyed by the Cannith after the treaty of Thronehold, was fitting. It was slowly losing its purpose, slowly being forgotten... I felt it was as good as Mabar (the plane actively trying to destroy things). Plus, when reading Exploring Eberron, I decided that no party can survive a trip to Mabar except at the highest level with the 10d6 necrotic damage per minute... I could have made it a Manifest zone, but the idea that it is outside the reach of the Treaty wouldn't work. So I picked Dolurrh. Lake Galifar is huge, like the Caspian Sea, it's not a stretch to imagine islands not on the map due to scale... The setting is here to serve the story, I don't see any problem with a volcano in Thrane. Have the players meet a Silver-Flame sponsored fundraising effort to provide relief for citizen affected by the sudden apparition of a volcano in adventure 3 or 5 if you want to add a foreshadowing (but two years later, when your players will reach the place, they will have forgotten ;). With regards to the planar effect, I only made a few mechanical changes because I have to emphasize that the delinking of the planes and linking of other was having after the Ob completes the ritual. I didn't thought all the possibilties of the players-imagined change as I have yet to decide on the details. I'll provide what I have in a later post. The problem is both "rulewise" and "story-wise". Rulewise, in 3.5 teleportation was prevalent. It was the edition that made "scry-and-die" infamous. I think it was the mindset of it. 5e made it "out of reach" for the Eberron setting and considerably higher level. As a work-around, you [I]could[/I] have the party accompanied by a high-ranking NPC with a greater dragonmark, hired by Aundair to help them in their mission, and whose only function is to be able to cast Teleportation, if needed, and Teleportation Circle more often. It is not a service House Orien regularly provide, but by adventure 6 the PC should start to have access to ressources regular customers don't consider. Also, I didn't think it was really a problem, because teleportation beacons are more like teleportation circles which are canonically operated by house Orien. [/QUOTE]
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