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Converting Zeitgeist 5th edition to the Eberron world
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<blockquote data-quote="reighndragon" data-source="post: 8272499" data-attributes="member: 35732"><p>I'm not completely sure on the locations of both Ziggurats. At the moment I placed the Ziggurat of Apet in the northern part of the Chanth wood. I made the Wynarn river a lot wider near the Chanth wood, so it could function as a marshy bayou like area. The second option would be to place it in the Whisper woods. They have to travel to Askelios by lightning rail, which is the main mining city of Aundair.</p><p></p><p>I think I will place the Ziggurat of Mavisha in the Silver Lake near Sylbaran, just in the territorial waters of Droaam. This is a location that would be logical to go to by boat instead of by Lightning rail out of Passage. This makes this option more interesting compared to a location in the Manta Bay, the south coast of Droaam.</p><p></p><p>So this is one of the more difficult points to convert. I think Thaliost would be the best location for Vendricce. So logically the train ride would be from Sharn through Aundair to Thaliost, or through Thrane and Flamekeep to Thaliost (adding the line between Flamekeep and Thaliost). The problem I have is I think arena's are more appropriate to Karrnath. </p><p></p><p>So I changed some things. I will use the in game time to restore the White Arch Bridge between Rekkenmark and Thaliost by House Orien. They will also have some first lightning rails crossing the Mournland. As Metrol needs to be completely without magic, for future adventures, the lightning rail will cross the Mournland from Vathirond to Eston to Fort Bright to Vedykar (also a line not originally on the map).</p><p></p><p>So the route will be as follows. It starts in Korranberg as Beaumont. This will introduce the party to the Zilargo gnomes. In my campaign I will let the Family be allied to Zilargo. The gnomes are master elemental binders and want to keep an eye on the gnomes working for House Orien to construct lightning rail locomotives. This will also make the ritual of the gatekeepers located in the Korranberg library more interesting for the future adventures. Damata is originally from Droaam and has taken the boat from Vralkek to Korranberg. I will introduce some extra suspects between Korranberg and Starilaskur.</p><p></p><p>Luc will enter the lightning rail at Starilaskur, transferring from the line coming out of Wroat. They want to take this line, because it will cross the mournlands and they want to test how the lantern functions in the Mournland. For Orithea I will use the city of Vathirond. The lighthouse will be a tower overlooking the city and guarding for threats out of the Mournland.</p><p></p><p>I'm not sure if I will keep the bandit attack or make the hydra attack an encounter in the Mournlands. I do like the bandit attack, so this could be a separate encounter near Sterngate to liven up this part of the journey.</p><p></p><p>Trekhom will be replaced by Vedykar in Karrnath. The heavily damaged train will arrive in the city. Vedykar is a lightning rail crossroad so it's also a good place for Leone in adventure 7. </p><p></p><p>Nalaam will be replaced by the city of Atur. This city has a manifest zone to Mabar and is known as the eternal night. It has an outstanding night live, so a casino and an arena are logical in the city. A lot of wizards are researching the influence of Mabar on the use of necromancy, and priests of the blood of Vol are very common in the main city of this religion.</p><p></p><p>Korth is the capital of Karrnath and is an ancient city. As such I think it's a good replacement for Sid Minos. It has a large harbour, so an island with a lighthouse and undead coming out of the water is a perfect setting for Karrnath. The difference is the island is not in Thrane, so it won't hold religious artifacts, but it needs some other powerful cursed items from the past. I'll think of something to make this logical. </p><p></p><p>As described earlier the train journey will end in Thaliost as the replacement of Vendricce. It has been the end of the line, before the White Arc Bridge is restored at the start of the campaign, for almost 60 years so an abandoned lightning rail parking place is very logical.</p><p></p><p>So I kept the dwarven philosophy of the eschatologists. It's being popular both in Karrnath and in the Mror Holds. Vlendam Heid is a karrnathian dwarf. The party has the possibility to meet him in Vedykar during adventure 4. Grandis Komanov is a radical from the Icetop Mountains in northern Karrnath. The same mountains the Obs use to find the otherworldly material they need for the fuel of their lanterns. A small group of Frost Giants also live in the Icetop Mountains.</p><p></p><p>I added the Dr. No island in the Manta Bay at the south shore of Droaam, near the city of Vralkek. The Steel Lord will be Merrix d'Cannith and he will have his creation forge at this island. Producing warforged capable of transmuting their flesh using technology derived from researching changelings. Adding a Khyber shard to the body to control it from a distance. And making prostetics for a young dragon....</p><p></p><p></p><p>As described above this will be through Karrnath and the Mror Holds. Trekhom will be the city of Vedykar.</p><p></p><p></p><p>Still determining what the route will be exactly. It will start in the Eldeen Reaches. The party will need to go to the Feyspire of Shae Loralyndar to find Kasvarina and the Arc of Reida. The rest of the details will follow. The end will be in Metrol where they will witness the ritual of 1500 years ago, interwoven with the ritual done during the last war. Maybe it's better to make the rituals sequential instead of interwoven. </p><p></p><p></p><p>I'm not planning to use the adventure as written. In my player's guide I wrote the following about Governor Stanfield:</p><p></p><p>One famous exception to the power of the nobility is Roland Stanfield, the governor of Passage. When the Eldeen Reaches declared independence, the city of Passage was attacked from the Cloudwood by Pro Reachers. Roland Stanfield led the defense of the city, and died defending it. He was raised from the dead by a Jorasco heir, and under his further leadership the city was saved. He was chosen by king Aarott to become the governor of Passage. Forbidden by the rites of rulership from pursuing a nobel titel, because he had died, Stanfield</p><p>was long content to govern Passage. When King Aarott decreed Passage would become the seat of Aundair’s industry, however, he eagerly took to the challenge, claiming he was excited to try to build something new, instead of destroying things during the war for so long.</p><p></p><p>So he has not reincarnated but has been raised from the dead. He has not been killed by the hags, allthough the hags have been sacrificing humanoids at Cauldron Hill. So I kept the history of the hags, but don't intend to run the adventure as written, if I will use it at all, I need to specify what happened. I did want him to die to make his thoughts about dying more logical. Because he is a Kalashtar he wants to alter the planar constellations, which he hopes will turn the tide in Dal Quor. This is the reason for his affliliation. In defence of the lighthouse he will not have past incarnations of himself, but past incarnations of his Quori bloodline.</p><p></p><p>It's become a long post. Most questions, have an answer, but still not all. Thanks for posting these questions to make a more consistent version of Z in the Eberron world. </p><p></p><p>I'm very interested in the new book Keith Baker is working on. It's called Frontiers of Eberron: Threshold. It will be a campaign guide book for a "western" like part of Eberron. Focussing on the border area between Breland and Droaam. It will have a focus on wandslingers, so I hope I can use parts of this book for the gunslinger conversions of Z.</p></blockquote><p></p>
[QUOTE="reighndragon, post: 8272499, member: 35732"] I'm not completely sure on the locations of both Ziggurats. At the moment I placed the Ziggurat of Apet in the northern part of the Chanth wood. I made the Wynarn river a lot wider near the Chanth wood, so it could function as a marshy bayou like area. The second option would be to place it in the Whisper woods. They have to travel to Askelios by lightning rail, which is the main mining city of Aundair. I think I will place the Ziggurat of Mavisha in the Silver Lake near Sylbaran, just in the territorial waters of Droaam. This is a location that would be logical to go to by boat instead of by Lightning rail out of Passage. This makes this option more interesting compared to a location in the Manta Bay, the south coast of Droaam. So this is one of the more difficult points to convert. I think Thaliost would be the best location for Vendricce. So logically the train ride would be from Sharn through Aundair to Thaliost, or through Thrane and Flamekeep to Thaliost (adding the line between Flamekeep and Thaliost). The problem I have is I think arena's are more appropriate to Karrnath. So I changed some things. I will use the in game time to restore the White Arch Bridge between Rekkenmark and Thaliost by House Orien. They will also have some first lightning rails crossing the Mournland. As Metrol needs to be completely without magic, for future adventures, the lightning rail will cross the Mournland from Vathirond to Eston to Fort Bright to Vedykar (also a line not originally on the map). So the route will be as follows. It starts in Korranberg as Beaumont. This will introduce the party to the Zilargo gnomes. In my campaign I will let the Family be allied to Zilargo. The gnomes are master elemental binders and want to keep an eye on the gnomes working for House Orien to construct lightning rail locomotives. This will also make the ritual of the gatekeepers located in the Korranberg library more interesting for the future adventures. Damata is originally from Droaam and has taken the boat from Vralkek to Korranberg. I will introduce some extra suspects between Korranberg and Starilaskur. Luc will enter the lightning rail at Starilaskur, transferring from the line coming out of Wroat. They want to take this line, because it will cross the mournlands and they want to test how the lantern functions in the Mournland. For Orithea I will use the city of Vathirond. The lighthouse will be a tower overlooking the city and guarding for threats out of the Mournland. I'm not sure if I will keep the bandit attack or make the hydra attack an encounter in the Mournlands. I do like the bandit attack, so this could be a separate encounter near Sterngate to liven up this part of the journey. Trekhom will be replaced by Vedykar in Karrnath. The heavily damaged train will arrive in the city. Vedykar is a lightning rail crossroad so it's also a good place for Leone in adventure 7. Nalaam will be replaced by the city of Atur. This city has a manifest zone to Mabar and is known as the eternal night. It has an outstanding night live, so a casino and an arena are logical in the city. A lot of wizards are researching the influence of Mabar on the use of necromancy, and priests of the blood of Vol are very common in the main city of this religion. Korth is the capital of Karrnath and is an ancient city. As such I think it's a good replacement for Sid Minos. It has a large harbour, so an island with a lighthouse and undead coming out of the water is a perfect setting for Karrnath. The difference is the island is not in Thrane, so it won't hold religious artifacts, but it needs some other powerful cursed items from the past. I'll think of something to make this logical. As described earlier the train journey will end in Thaliost as the replacement of Vendricce. It has been the end of the line, before the White Arc Bridge is restored at the start of the campaign, for almost 60 years so an abandoned lightning rail parking place is very logical. So I kept the dwarven philosophy of the eschatologists. It's being popular both in Karrnath and in the Mror Holds. Vlendam Heid is a karrnathian dwarf. The party has the possibility to meet him in Vedykar during adventure 4. Grandis Komanov is a radical from the Icetop Mountains in northern Karrnath. The same mountains the Obs use to find the otherworldly material they need for the fuel of their lanterns. A small group of Frost Giants also live in the Icetop Mountains. I added the Dr. No island in the Manta Bay at the south shore of Droaam, near the city of Vralkek. The Steel Lord will be Merrix d'Cannith and he will have his creation forge at this island. Producing warforged capable of transmuting their flesh using technology derived from researching changelings. Adding a Khyber shard to the body to control it from a distance. And making prostetics for a young dragon.... As described above this will be through Karrnath and the Mror Holds. Trekhom will be the city of Vedykar. Still determining what the route will be exactly. It will start in the Eldeen Reaches. The party will need to go to the Feyspire of Shae Loralyndar to find Kasvarina and the Arc of Reida. The rest of the details will follow. The end will be in Metrol where they will witness the ritual of 1500 years ago, interwoven with the ritual done during the last war. Maybe it's better to make the rituals sequential instead of interwoven. I'm not planning to use the adventure as written. In my player's guide I wrote the following about Governor Stanfield: One famous exception to the power of the nobility is Roland Stanfield, the governor of Passage. When the Eldeen Reaches declared independence, the city of Passage was attacked from the Cloudwood by Pro Reachers. Roland Stanfield led the defense of the city, and died defending it. He was raised from the dead by a Jorasco heir, and under his further leadership the city was saved. He was chosen by king Aarott to become the governor of Passage. Forbidden by the rites of rulership from pursuing a nobel titel, because he had died, Stanfield was long content to govern Passage. When King Aarott decreed Passage would become the seat of Aundair’s industry, however, he eagerly took to the challenge, claiming he was excited to try to build something new, instead of destroying things during the war for so long. So he has not reincarnated but has been raised from the dead. He has not been killed by the hags, allthough the hags have been sacrificing humanoids at Cauldron Hill. So I kept the history of the hags, but don't intend to run the adventure as written, if I will use it at all, I need to specify what happened. I did want him to die to make his thoughts about dying more logical. Because he is a Kalashtar he wants to alter the planar constellations, which he hopes will turn the tide in Dal Quor. This is the reason for his affliliation. In defence of the lighthouse he will not have past incarnations of himself, but past incarnations of his Quori bloodline. It's become a long post. Most questions, have an answer, but still not all. Thanks for posting these questions to make a more consistent version of Z in the Eberron world. I'm very interested in the new book Keith Baker is working on. It's called Frontiers of Eberron: Threshold. It will be a campaign guide book for a "western" like part of Eberron. Focussing on the border area between Breland and Droaam. It will have a focus on wandslingers, so I hope I can use parts of this book for the gunslinger conversions of Z. [/QUOTE]
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